Seamless 3d texture pbr 8k of polished diamond faceted gem exhibiting brilliant crystal refractions and sparkling gemstone fire free download

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

Preview — Seamless 3d texture pbr 8k of polished diamond faceted gem exhibiting brilliant crystal refractions and sparkling gemstone fire

IDseamless-3d-texture-pbr-8k-of-polished-diamond-faceted-gem-exhibiting-brilliant-crystal-refractions-and-sparkling-gemstone-fire
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR 8K texture captures the intricate geometry and optical properties of a polished diamond faceted gem, showcasing its multifaceted crystalline structure with exceptional detail. The base material is pure carbon in its crystalline form, represented here as a transparent, high-refractive-index substrate with sharply defined, angular facets arranged in a traditional brilliant cut pattern. These facets form a complex tessellation of triangular and kite-shaped planes that reflect and refract light to create vivid dispersion effects known as gemstone fire. The texture’s surface finish is flawlessly polished, emphasizing a glassy, mirror-like quality that enhances reflections and light play across the diamond’s surface.

The composition of this texture includes a virtually non-porous crystalline lattice with minimal inclusions, which is critical to achieving the diamond’s renowned clarity and brilliance. The optical dispersion is simulated through the texture’s BaseColor (Albedo) channel, which remains predominantly colorless yet subtly tinted with internal spectral highlights. The Normal map encodes the precise angular geometry of the faceted planes, allowing for sharp light transitions and realistic surface detail during rendering. Roughness values are very low and finely graded to mimic the polished surface, ensuring crisp reflections and specular highlights. The Metallic channel is effectively zero, reflecting the non-metallic nature of diamond, while Ambient Occlusion subtly enhances the shadowed recesses between facets, adding depth without compromising transparency. Height and Displacement maps articulate the micro-variations in facet edges and slight bevels, enhancing realism especially in close-up renders.

This texture is optimized at an 8K resolution, providing ultra-high-definition detail ideal for close-range views in photorealistic jewelry visualizations, architectural accents, or any assets requiring authentic diamond materials. It is fully compatible and ready for use in Blender, Unreal Engine, and Unity, supporting physically based rendering workflows and real-time applications alike. The seamless nature allows for infinite tiling across surfaces without visible repetition, making it versatile for both static and animated projects.

For practical application, it is recommended to carefully adjust UV scale to preserve the natural size and proportion of the diamond facets, avoiding distortion that could disrupt light reflection accuracy. Additionally, fine-tuning roughness values can help simulate variations between freshly polished and slightly worn gems, while blending height and normal maps can enhance perceived depth and edge sharpness, adding to the overall realism of the rendered diamond material.

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.