Seamless 3d texture pbr 8k kristall prismatic facets with crystal shimmer and light dispersion sparkle effect free download

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

Preview — Seamless 3d texture pbr 8k kristall prismatic facets with crystal shimmer and light dispersion sparkle effect

IDseamless-3d-texture-pbr-8k-kristall-prismatic-facets-with-crystal-shimmer-and-light-dispersion-sparkle-effect
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a high-fidelity kristall material characterized by intricate prismatic facets that form a complex geometric lattice reminiscent of natural crystal growth patterns. The base material simulates a transparent, highly polished quartz-like substrate, featuring sharp-edged facets that catch and refract light to create a convincing crystal shimmer effect. The geometry is composed of interlocking polygonal facets arranged in a tessellated pattern, ensuring smooth seamless tiling without visible repetition, ideal for covering extensive 3D surfaces with continuous crystal formations.

The PBR composition reflects a multi-layered crystal structure, where the substrate acts as a clear glassy matrix bound by molecular adhesion, with subtle internal grain and microfractures that enhance realism. The texture incorporates microscopic inclusions and light dispersion effects that simulate natural spectral scattering within the crystal lattice. Surface finishes are highly polished, producing low roughness values and high reflectivity, effectively represented in the Roughness and Metallic channels. The BaseColor channel remains nearly colorless with slight iridescent tints, while Normal and Height maps emphasize the prismatic facet edges and depth variations, contributing to a pronounced 3D relief and light interaction.

The Ambient Occlusion map subtly enhances shadowing within crevices between facets, adding depth without compromising the material’s transparency. Height and displacement maps are calibrated to mimic the subtle elevation differences between facets, enabling realistic parallax effects and tactile surface detail when implemented in engines. This texture’s 8K resolution ensures extreme detail preservation, making it suitable for close-up renders and high-end visualizations. It is fully compatible with Blender, Unreal Engine, and Unity, supporting advanced shader workflows that utilize all PBR channels for photorealistic rendering.

For optimal use, it is advisable to adjust the UV scale carefully to maintain facet proportions and avoid distortion, preserving the natural crystalline geometry. Additionally, fine-tuning the roughness parameter allows control over the intensity of the crystal shimmer and light dispersion effects, enabling subtle customization of glossiness to match different lighting conditions or artistic preferences. Combining this texture with normal map blending can enhance fine surface irregularities without losing the sharpness of the facet edges, providing a versatile solution for realistic crystal materials in diverse 3D projects.

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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