Seamless 3d texture pbr 8k of raw garnet rough stone with deep red crystal shards and natural mineral veins free download

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

Preview — Seamless 3d texture pbr 8k of raw garnet rough stone with deep red crystal shards and natural mineral veins

IDseamless-3d-texture-pbr-8k-of-raw-garnet-rough-stone-with-deep-red-crystal-shards-and-natural-mineral-veins
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR texture at 8K resolution represents raw garnet embedded in a rough stone matrix, characterized by deep red, angular crystal shards intertwined with natural mineral veins. The base material consists primarily of a silicate-rich host rock, exhibiting a coarse-grained, uneven substrate with visible porosity and subtle weathering effects. The garnet crystals themselves are formed as fractured, multifaceted aggregates with sharp edges and irregular geometries, creating a complex pattern of intersecting shards and vein-like mineral inclusions. These veins introduce subtle variations in color and translucency, contributing to the overall depth and realism of the texture.

The composition reflects a natural mineral assemblage where the garnet shards serve as the primary aggregates embedded within a siliceous matrix that acts as the binder. The rough stone features a semi-gloss finish that captures the characteristic gemstone clarity and internal reflections of garnet, with a surface that is neither fully polished nor matte but instead presents a nuanced interplay of diffuse and specular reflections. Pigmentation is dominated by deep crimson and maroon hues for the garnet crystals, contrasted against muted gray and earthy tones of the surrounding mineral veins and host rock. These color variations correspond directly to the BaseColor (Albedo) channel, while the intricate surface details of cracks, cleavages, and vein patterns are encoded in the Normal and Height maps for realistic depth and relief.

The Roughness channel is finely tuned to balance the glossy highlights on the garnet shards with the more matte, weathered aspects of the stone substrate, allowing light to scatter appropriately and enhance the sense of natural roughness and translucency. The texture contains no metallic components, which is accurately reflected in the Metallic channel set to zero, ensuring that the material behaves optically as a non-metallic mineral surface. Ambient Occlusion maps accentuate the crevices and fractures between crystal shards and mineral veins, adding subtle shadowing that enhances the three-dimensional form and spatial complexity of the texture.

Designed for seamless tiling, this 3D texture is fully optimized for use in Blender, Unreal Engine, and Unity, supporting high-fidelity rendering workflows that require photorealistic materials. The 8K resolution ensures exceptional detail even at close camera distances, preserving the intricate crystalline structures and natural imperfections. For practical application, it is recommended to carefully adjust the UV scale to maintain the natural size and distribution of garnet crystals, and to fine-tune the roughness channel to achieve the desired balance between gloss and diffusion. When combining this texture with height or parallax mapping, blending should be subtle to prevent exaggerated relief that could disrupt the natural fractured appearance of the stone.

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}

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