Seamless 3d texture pbr 8k of raw fluorite with cubic crystals exhibiting translucent color zoning and natural crystal opacity free download

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

Preview — Seamless 3d texture pbr 8k of raw fluorite with cubic crystals exhibiting translucent color zoning and natural crystal opacity

IDseamless-3d-texture-pbr-8k-of-raw-fluorite-with-cubic-crystals-exhibiting-translucent-color-zoning-and-natural-crystal-opacity
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR 8K texture captures the intricate materiality of raw fluorite, characterized by its distinctive cubic crystal formations. The base material is a naturally occurring calcium fluoride mineral, whose cubic geometry manifests as tightly packed, well-defined crystal units. These crystals exhibit translucent color zoning, with subtle gradients ranging from pale greens to deep purples, reflecting the mineral’s variable trace element content. The substrate is composed of dense crystalline aggregates, interspersed with minor mineral inclusions and occasional growth imperfections that contribute to the texture’s natural complexity. The overall porosity is low, typical of fluorite’s dense structure, but subtle surface irregularities reveal slight weathering effects, enhancing realism in 3D applications.

In terms of form, the texture presents a continuous, tessellated pattern of cubic crystals, creating a seamless tiled effect ideal for large surface coverage without visible repetition. The crystal faces exhibit a predominantly glassy finish, combining polished smooth planes with minor microfacets that produce prism-like refraction and light dispersion. This finish translates into the PBR maps through a high-quality Normal map that captures the sharp edges and planar facets, while the Roughness map balances between smooth reflective surfaces and softly diffused crystal boundaries. Metallic values remain minimal, reflecting the non-metallic nature of fluorite, whereas the Ambient Occlusion map enhances the depth perception between tightly clustered cubic formations.

The BaseColor (Albedo) channel accurately reproduces the translucent color zoning, incorporating soft gradients and semi-transparent areas where internal crystal opacity varies. The Height or Displacement map details the subtle surface relief created by crystal edges and natural mineral deposits, allowing for realistic parallax effects and enhanced silhouette definition in 3D renders. This texture is optimized at an 8K resolution, ensuring exceptional detail fidelity suitable for close-up renders and high-quality visualizations in Blender, Unreal Engine, and Unity environments.

For practical usage, when applying the texture in 3D projects, it is advisable to carefully tune the Roughness parameter to achieve the desired balance between glossy reflections and diffuse scattering, particularly if simulating polished versus rough fluorite surfaces. Additionally, adjusting the UV scale to maintain consistent crystal sizing is recommended to preserve the natural cubic pattern without distortion. Blending the Height map subtly with Normal mapping can further enhance the perceived depth and crystalline structure, adding realism to renders where lighting and camera angles emphasize surface details.

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

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