Seamless 3d texture pbr 8k citrine crystal lattice with glowing crystal aura and reflective surface finish free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k citrine crystal lattice with glowing crystal aura and reflective surface finish

IDseamless-3d-texture-pbr-8k-citrine-crystal-lattice-with-glowing-crystal-aura-and-reflective-surface-finish
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless 3D Texture PBR 8K Citrine Crystal Lattice showcases a meticulously detailed material inspired by natural citrine gemstones. At its core, this texture replicates the unique crystal lattice structure typical of citrine, characterized by tightly interlocking facets forming a regular geometric pattern. The base material emulates transparent to semi-translucent quartz with subtle internal color zoning that manifests as warm golden-yellow hues, achieved through layered pigment inclusions within the crystalline matrix. The substrate simulates a dense, highly refractive mineral with minimal porosity, capturing the inherent clarity and slight turbidity found in natural citrine stones. The composite effect is a complex interplay of light transmission and reflection, enhanced by a finely tuned glowing crystal aura that gently diffuses around the edges of each facet, simulating internal luminescence and subtle scattering within the crystal body.

This texture features a reflective surface finish designed to mimic polished gemstone facets, combining high specular intensity with low roughness values to create crisp highlights and sharp reflections. The PBR workflow channels are carefully constructed to replicate these material properties: the BaseColor (Albedo) map captures the warm amber tones with natural color gradients and subtle inclusions; the Normal map defines the precise angular geometry of the crystal lattice facets, accentuating depth and sharp edges; Roughness values are kept low and variable across the surface to simulate the contrast between smooth polished planes and minor surface imperfections; the Metallic channel remains minimal or zero, reflecting the non-metallic nature of quartz; Ambient Occlusion enhances the perception of depth within the lattice crevices; and Height/Displacement maps contribute to realistic surface relief and micro-facet detail, adding dimensionality to the model under dynamic lighting. The seamless tile pattern ensures flawless repetition without visible borders, suitable for extensive surface coverage in 3D environments.

Rendered at an ultra-high resolution of 8K, this texture provides exceptional clarity and detail, making it ideal for use in modern 3D software such as Blender, Unreal Engine, and Unity. The 8K resolution allows for close-up inspection in high-quality renders and real-time applications, preserving the intricate facet geometry and nuanced light interactions essential to photorealistic crystal materials. The seamless nature facilitates scalable UV mapping without the risk of pattern distortion or repetition artifacts, supporting flexible asset creation from small objects to large environmental elements.

For practical implementation, it is recommended to adjust the UV scale to balance the size of the crystal facets relative to the model surface, ensuring the lattice pattern appears natural and coherent. Additionally, fine-tuning the roughness map can help achieve the desired level of glossiness, ranging from softly polished to highly reflective surfaces depending on the lighting context. When combining this texture with height or normal maps, blending them carefully enhances the perception of micro-faceting and surface depth without exaggerated distortion, preserving realism in both close-up and distant views.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


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