Seamless 3d texture pbr 8k emerald raw crystal mineral veins with crystal inclusions and glossy reflective finish free download

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

Preview — Seamless 3d texture pbr 8k emerald raw crystal mineral veins with crystal inclusions and glossy reflective finish

IDseamless-3d-texture-pbr-8k-emerald-raw-crystal-mineral-veins-with-crystal-inclusions-and-glossy-reflective-finish
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features a high-resolution 8K portrayal of raw emerald crystal formations, intricately detailed with natural mineral veins and delicate crystal inclusions. The base material emulates a crystalline substrate composed primarily of beryl, exhibiting characteristic translucent green hues inherent to emeralds. The geometric form is irregular yet cohesive, showcasing jagged crystal facets and vein-like patterns that create a visually complex network across the surface. These veins simulate mineral impurities and inclusions embedded within the crystal matrix, providing a realistic representation of natural growth and internal structure.

The texture’s composition reflects a combination of dense crystalline grains and microscopic fissures, resulting in subtle porosity and natural weathering effects. The surface finish is glossy and highly reflective, reproducing the polished facets of raw emeralds with a smooth yet uneven sheen. This finish is essential for capturing light refraction and reflection, which enhances the three-dimensional appearance and depth of the material. Colorants are predominantly emerald green pigments with varying saturation to simulate inclusions and translucency, while lighter vein elements add contrast and complexity to the pattern.

Mapped to physically based rendering (PBR) channels, the BaseColor (Albedo) accurately conveys the vivid green tones and mineral vein details without baked lighting. The Normal map captures the intricate facet geometry and micro-surface irregularities, providing realistic shading and depth cues. Roughness is finely tuned to balance the glossy finish and subtle surface imperfections, enabling nuanced reflections without appearing overly polished. The Metallic channel remains neutral, as emerald is a non-metallic mineral, while Ambient Occlusion accentuates crevices and vein intersections to enhance spatial perception. Height/Displacement maps define the pronounced crystal edges and vein relief, perfect for parallax effects or tessellation in real-time engines.

Designed for seamless tiling, this texture integrates flawlessly into 3D workflows within Blender, Unreal Engine, and Unity, supporting detailed close-ups and expansive surface coverage alike. For optimal results, it is recommended to adjust the UV scale to match the desired crystal size and to fine-tune roughness values based on the lighting environment, ensuring the glossy finish responds naturally. When using height and normal maps together, blending them carefully can enhance the depth effect without causing mesh distortion, particularly important for game assets or architectural visualizations requiring photorealistic raw crystal surfaces.

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.


::contentReference[oaicite:0]{index=0}

AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.