Seamless 3d texture pbr 8k of rough spinel mineral veins with deep red fractured crystal shards and natural vein patterns free download

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

Preview — Seamless 3d texture pbr 8k of rough spinel mineral veins with deep red fractured crystal shards and natural vein patterns

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

This seamless 3D PBR 8K texture portrays the complex mineral veins of rough spinel stone, characterized by deep red fractured crystal shards embedded within a rugged substrate. The base material is a coarse, crystalline rock matrix with naturally occurring spinel deposits, exhibiting a veined pattern formed by intersecting mineral inclusions. The texture’s geometry reveals fractured crystal shards with sharp cleaved edges, creating an intricate network of shards and veins that form a high-detail, three-dimensional surface. The composition reflects a heterogeneous aggregate of crystalline grains and mineral fibers with varying degrees of translucency and opacity, resulting in subtle variations in color and reflectivity across the surface.

The substrate mimics the rough stone’s natural porosity and weathered texture, combining fine grain aggregates with larger crystalline shards that impart depth and realism. The material’s surface finish is partially glossy with a rugged, fractured appearance—highlighting the contrast between polished crystal faces and matte, weathered stone areas. This duality is effectively captured through the PBR workflow: the BaseColor (Albedo) channel provides rich deep reds and muted earthy tones; the Normal map emphasizes the jagged, fractured geometry of the crystal shards and vein patterns; Roughness controls the interplay between glossy crystal facets and the rough stone matrix; while the Metallic map remains minimal, reflecting the non-metallic nature of spinel mineral. Ambient Occlusion enhances the subtle shadowing within the fissures and crevices, and Height/Displacement maps add precise depth to the vein structures, ensuring convincing parallax and relief on complex models.

At an 8K resolution, this texture is optimized for high-fidelity rendering in Blender, Unreal Engine, and Unity, allowing artists to achieve photorealistic results on close-up views without loss of detail. The seamless tileability ensures consistent coverage on large surfaces without visible borders, making it suitable for a variety of applications such as geological visualization, game environments, and detailed architectural elements where natural mineral complexity is required. The texture’s detailed vein and shard patterns lend themselves well to creating layered materials with realistic subsurface scattering and refraction effects common in crystalline stones.

For practical application, it is recommended to carefully adjust the UV scale to balance the size of the fractured shards relative to the model’s dimensions, preserving the natural randomness of the mineral veins. Fine-tuning the roughness map can further enhance the contrast between the glossy crystal shards and the matte stone matrix, while blending the height and normal maps allows for subtle surface relief without over-exaggeration, maintaining realism in both close and mid-range views.

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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