Seamless 3d texture pbr 8k garnet raw crystal with mineral deposit veins and reflective surface glossy finish free download

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

Preview — Seamless 3d texture pbr 8k garnet raw crystal with mineral deposit veins and reflective surface glossy finish

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

This seamless 3D texture showcases the intricate surface of raw garnet crystals embedded within natural mineral deposit veins, captured in stunning 8K resolution. The base material closely mimics garnet’s deep reddish-brown to dark maroon color palette, characterized by its dense silicate structure and complex crystalline lattice. The texture’s form is defined by sharply faceted crystal geometries that interlock irregularly but seamlessly, creating a richly detailed veined pattern that reflects the natural aggregation of garnet deposits. Fine mineral inclusions and subtle fractures add further complexity to the substrate, enhancing the authentic raw appearance with realistic porosity and natural fissures that suggest slight weathering and mineral growth over time.

The material composition effectively simulates the garnet’s inherent properties: a hard silicate crystal core with mineral veins acting as natural binders and aggregates that interrupt the uniformity of the crystal matrix. These mineral deposits introduce slight variations in translucency and color, producing localized reflections and diffuse light scattering. The surface finish is polished to a glossy sheen, replicating garnet’s reflective qualities and the way its facets catch and disperse light. This reflective surface is achieved through carefully calibrated PBR channels, where the BaseColor (Albedo) maps the rich crimson and brown hues, the Normal map defines the sharp crystal facets and mineral vein relief, and the Roughness map controls the glossy finish with low roughness values for a smooth, lustrous effect. Ambient Occlusion enhances depth in crevices and fractures, while the Height/Displacement map accentuates the dimensionality of the crystalline form. Metallic values remain minimal, reflecting garnet’s non-metallic nature but allowing subtle specular highlights on the glossy facets.

Designed for seamless tiling, this texture ensures continuous coverage without visible edges, perfect for large-scale 3D models or environments requiring photorealistic raw garnet surfaces. The high resolution supports fine detail capture, making it well-suited for use in Blender, Unreal Engine, and Unity workflows where close-up inspection of surface detail is essential. The texture’s precise normal and height maps enable advanced shading techniques such as parallax occlusion to emphasize the geometric depth of the crystal facets and mineral veins, enhancing realism in real-time rendering engines.

For practical application, it is recommended to carefully adjust the UV scale to maintain the natural size of garnet crystals, preventing pattern repetition from becoming apparent. Additionally, fine-tuning the roughness channel can help control the level of glossiness to suit different lighting conditions or artistic directions, while blending height and normal maps can create subtle surface variations that further enhance the tactile feel of the raw crystal texture. This approach ensures the material integrates seamlessly into diverse 3D projects requiring naturalistic garnet crystal surfaces with rich, reflective detail and mineral complexity.

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.