Seamless 3d texture pbr 8k citrine polished crystal showing inclusions and crystal lattice structure free download

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

Preview — Seamless 3d texture pbr 8k citrine polished crystal showing inclusions and crystal lattice structure

IDseamless-3d-texture-pbr-8k-citrine-polished-crystal-showing-inclusions-and-crystal-lattice-structure
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents an exquisite representation of a polished citrine crystal, captured in ultra-high 8K resolution to reveal intricate material details and geometric form. The base material is a natural quartz variant, primarily silicon dioxide, known for its translucent golden-yellow hue. Its composition includes microscopic mineral inclusions and subtle internal fractures, which are accurately reflected in the texture’s BaseColor (Albedo) and Height maps, adding depth and authenticity. The crystal lattice structure manifests as a repeating geometric pattern beneath the surface, contributing to the texture’s subtly veined appearance and fine-grain detailing. This underlying lattice is expertly conveyed through the Normal and Ambient Occlusion channels, emphasizing the three-dimensional facets and internal complexity of the gemstone.

The texture’s surface finish is a highly polished, lustrous gloss typical of cut and faceted citrine gemstones. This finish is represented in the Roughness map by varying levels of smoothness across the facets, where flatter surfaces exhibit minimal roughness yielding sharp, reflective highlights, while areas with inclusions or natural surface imperfections show slightly increased roughness for realism. Metallic values remain near zero, as citrine is a non-metallic mineral, ensuring physically accurate light interaction in PBR workflows. Light dispersion effects, subtle yet discernible, simulate the gemstone’s natural prismatic qualities, enhancing reflective surfaces and contributing to the overall realism when rendered in engines like Blender, Unreal Engine, and Unity.

The geometric form captured in this texture is defined by the gemstone’s characteristic faceted structure, with multiple angular planes intersecting to create a tessellated pattern of reflective facets. This arrangement produces complex light behavior, including specular highlights and internal reflections, which are critical for realistic close-up gemstone visualizations. The seamless tileability of the texture allows for flexible application over various 3D models without visible repetition, making it suitable for detailed environmental assets or jewelry renders. The Height and Normal maps work in tandem to provide convincing surface relief, enhancing the perception of depth on low-poly geometry.

In practical terms, when integrating this texture into projects, it is advisable to carefully adjust the UV scale to maintain the natural appearance of the inclusions and lattice structure, avoiding overly stretched or compressed patterns. Additionally, fine-tuning the Roughness values can help achieve the desired balance between glossiness and subtle surface imperfection, especially under different lighting conditions. For enhanced realism, blending Height or Parallax maps with normals can create a more pronounced three-dimensional effect, particularly effective in close-up renders or interactive applications within Unreal Engine or Unity. This texture’s comprehensive PBR channel setup and 8K resolution ensure it meets the demands of high-fidelity rendering pipelines and detailed material workflows.

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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