Seamless 3d texture pbr 8k of polished peridot faceted gem with radiant green crystal sparkle and reflective gemstone facets free download

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

Preview — Seamless 3d texture pbr 8k of polished peridot faceted gem with radiant green crystal sparkle and reflective gemstone facets

IDseamless-3d-texture-pbr-8k-of-polished-peridot-faceted-gem-with-radiant-green-crystal-sparkle-and-reflective-gemstone-facets
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR 8K texture captures the intricate beauty of a polished peridot faceted gem, emphasizing its radiant green crystal sparkle and highly reflective gemstone facets. The base material is a naturally occurring olivine mineral, characterized by its transparent to translucent quality and vibrant lime to olive-green hues. The texture simulates the precise geometric form of a multifaceted gemstone, where each flat plane—cut at varying angles—interplays with light to produce sharp, angular reflections and vivid internal refractions. The faceted pattern follows a classic brilliant cut style, creating a tessellated array of polygonal sections that enhance the perceived depth and complexity of the crystal structure.

At the microscopic level, the substrate represents a dense, glass-like silicate matrix with minimal porosity, enabling high clarity and brilliance. The composition includes trace iron and magnesium ions, responsible for the characteristic green coloration, which is faithfully replicated in the BaseColor (Albedo) channel as a subtle gradient of rich green tones combined with faint inclusions to add realism. The Normal map encodes the precise angles and edges of the faceted geometry, contributing to sharp light reflections and defined shadowing, while the Roughness channel describes the highly polished surface finish with low roughness values, allowing for crisp, mirror-like reflections across the facets. The Metallic channel remains near zero, reflecting the non-metallic nature of the gemstone, whereas the Ambient Occlusion map enhances the depth perception within crevices and facet junctions. The Height/Displacement map subtly elevates the facets’ edges, providing additional dimensionality and realistic parallax effects.

This texture is optimized at an 8K resolution, ensuring exceptional detail and sharpness when applied to 3D models in Blender, Unreal Engine, and Unity. The seamless nature allows for tiled application without visible repetition, making it suitable for close-up renders or larger surfaces requiring continuous crystal patterns. The radiant sparkle is achieved through a combination of precise PBR channel calibration and high-resolution detail, accurately simulating the way polished peridot gems interact with environmental lighting and reflections.

For practical usage, it is recommended to adjust the UV scale carefully to maintain the natural size perception of the faceted pattern, avoiding overly large or small repeats that could disrupt realism. Additionally, fine-tuning the roughness parameter can help balance between glossy reflection and subtle surface imperfections, while blending the height map with normal maps can enhance the perceived depth without introducing harsh geometric artifacts. This makes the texture versatile for jewelry visualization, architectural accents, or any application requiring a lifelike representation of polished gem surfaces within realistic rendering workflows.

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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