Seamless 3d texture pbr 8k obsidian fused crystals with rough crystal surfaces and crystal dust reflective finish free download

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

Preview — Seamless 3d texture pbr 8k obsidian fused crystals with rough crystal surfaces and crystal dust reflective finish

IDseamless-3d-texture-pbr-8k-obsidian-fused-crystals-with-rough-crystal-surfaces-and-crystal-dust-reflective-finish
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a high-resolution 8K representation of obsidian fused crystals, characterized by their naturally irregular yet cohesive geometric formation. The base material simulates volcanic glass obsidian, a dense, amorphous substrate with minimal porosity and a smooth, vitreous appearance. Embedded within this glassy matrix are clusters of fused crystals exhibiting rough, jagged facets that create a complex, tessellated pattern reminiscent of fractured mineral formations. These crystal aggregates introduce a dynamic interplay of angular forms and subtle crevices, producing a natural, rugged surface topology suitable for realistic geological or fantasy asset creation.

The texture composition includes a simulated binding of the obsidian substrate with crystalline aggregates, enhanced by fine crystal dust particles scattered across the surface. This dust adds microstructural detail and subtle surface irregularities, contributing to both diffuse scattering and specular highlights. The combination of smooth obsidian and rough crystal facets is conveyed through precise PBR channel mapping: the BaseColor (Albedo) channel features deep, smoky black tones with occasional translucent hints typical of obsidian, interspersed with lighter, almost metallic gray hues from the crystal dust. The Normal and Height maps capture the intricate three-dimensional relief of the fused crystal clusters and surface micro-roughness, enabling accurate light interaction and shadowing in real-time engines.

Surface finish is a key attribute here, with a reflective, glossy overlay replicating the natural sheen of polished obsidian and crystal surfaces. The Roughness map is carefully calibrated to balance the high gloss of the volcanic glass with the matte, rough qualities of the crystal dust and fractured edges, creating nuanced reflectivity. Ambient Occlusion enhances the perception of depth in crevices and fractures, while the Metallic channel remains minimal, reflecting the non-metallic nature of the material. This texture is optimized for physically based rendering workflows, ensuring compatibility and realism in Blender, Unreal Engine, and Unity projects.

Designed for seamless tiling, this texture avoids visible repetition, making it ideal for large-scale applications such as terrain surfaces, architectural details, or crystalline props. For practical use, adjusting the UV scale can help maintain the fine detail of the crystal dust and rough facets when applied to different mesh sizes. Additionally, tailoring the Roughness values can emphasize either a more polished or weathered appearance, while blending Height and Normal maps can enhance perceived depth without excessive geometry displacement, optimizing performance in real-time environments.

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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