Seamless 3d texture pbr 8k onyx crystalline formation with frosted crystal layers and light refraction sparkle effect free download

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

Preview — Seamless 3d texture pbr 8k onyx crystalline formation with frosted crystal layers and light refraction sparkle effect

IDseamless-3d-texture-pbr-8k-onyx-crystalline-formation-with-frosted-crystal-layers-and-light-refraction-sparkle-effect
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a highly detailed onyx crystalline formation rendered at an impressive 8K resolution, designed to replicate the intricate structure of natural mineral deposits. The base material simulates a dense, fine-grained onyx stone substrate characterized by alternating bands of deep black and translucent dark gray hues. Embedded within this substrate are layered frosted crystal formations, which emulate natural crystal twinning and subtle fractures typical of geologic onyx specimens. These crystalline layers introduce a semi-transparent quality, enhancing depth through slight variations in opacity and refractive light scattering across the surface.

The texture’s geometric form is complex and organic, featuring irregular yet continuous crystalline facets that interlock seamlessly to create a natural yet tiled appearance. These facets exhibit gentle undulations and varying thicknesses, producing a laminated effect with mineral veins that run parallel to the layering. The frosted crystal layers overlay the darker onyx base with a subtle matte gloss finish that contrasts with smoother, glossy reflective areas representing polished mineral faces. This interplay of matte and glossy surfaces is crucial in conveying realistic light behavior, including the signature sparkle effect caused by micro-facets refracting light at multiple angles.

From a PBR workflow perspective, the BaseColor (Albedo) channel captures the rich, dark tonal variations of onyx, interspersed with muted translucent grays and subtle color shifts indicative of mineral impurities. The Normal map defines the fine crystalline facets and surface irregularities, enhancing the three-dimensionality of the texture under dynamic lighting. Roughness is carefully balanced to reflect the coexistence of frosted matte areas and polished crystal surfaces, ensuring realistic light diffusion and specular highlights. The Metallic channel remains minimal to none, as onyx is a non-metallic stone, while Ambient Occlusion emphasizes crevices and fractures, adding depth and realism. Height or Displacement maps simulate the subtle relief of the crystalline layers and mineral veins, enabling enhanced parallax effects in compatible engines.

Optimized for use in Blender, Unreal Engine, and Unity, this texture supports seamless tiling without visible edges, making it suitable for large surfaces such as architectural panels, geological simulations, or decorative elements. For best results, it is recommended to carefully adjust the UV scale to maintain the natural scale of the crystalline formations relative to the model. Additionally, tuning the Roughness map can help to accentuate or soften the sparkle effect depending on lighting conditions, while blending Height and Normal maps can enhance surface detail without excessive geometry displacement, benefiting real-time rendering performance.

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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