Seamless 3d texture pbr 8k peridot crystalline structure with crystal growth and shiny surface reflective finish free download

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

Preview — Seamless 3d texture pbr 8k peridot crystalline structure with crystal growth and shiny surface reflective finish

IDseamless-3d-texture-pbr-8k-peridot-crystalline-structure-with-crystal-growth-and-shiny-surface-reflective-finish
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture captures the intricate crystalline structure of peridot, a gem-quality olivine mineral known for its vibrant green hues and natural translucency. The material’s base simulates the dense silicate substrate characteristic of peridot, featuring a tightly packed lattice of angular crystal facets that interlock to form a continuous mineral matrix. Within this matrix, subtle variations in crystal growth create natural veins and inclusions, adding complexity and realism to the pattern. The geometry emphasizes a faceted, gem-like tessellation where each crystal unit exhibits sharp edges and distinct planes, contributing to a highly detailed surface topology ideal for close-up rendering.

The texture’s surface finish replicates a polished, glossy sheen typical of cut peridot specimens, achieved through a reflective coating that enhances light refraction and internal sparkle. This shiny surface finish is represented by a low roughness value in the PBR workflow, enabling crisp reflections and specular highlights. The metallic channel is kept minimal to simulate the non-metallic nature of the mineral, while the ambient occlusion map adds depth by accentuating crevices between crystal facets. Height and normal maps convey subtle relief and micro-geometry, allowing realistic light interaction and shadowing that enhances the perceived depth of the crystalline growth. The BaseColor map accurately reproduces peridot’s signature olive-green palette, with natural tonal gradients reflecting color variations found within the gemstone.

Rendered at an ultra-high 8K resolution, this PBR texture is optimized for physically based rendering pipelines across Blender, Unreal Engine, and Unity, ensuring compatibility and high fidelity in diverse 3D workflows. The seamless nature of the texture supports infinite tiling without visible seams or repetition artifacts, making it suitable for large-scale applications such as environment surfaces, gemstone simulations, or decorative mineral veins. The detailed normal and height maps are especially useful for parallax occlusion effects, enhancing surface complexity without adding geometric overhead.

For practical use, adjusting the UV scale can help control the apparent size of the crystal facets to better fit the intended model or scene, while fine-tuning the roughness map allows for balancing between subtle shimmer and mirror-like reflections based on lighting conditions. Blending height and normal maps carefully is recommended to maintain crisp detail without exaggerated displacement, ensuring seamless integration into various rendering engines. Overall, this texture provides a robust and versatile material foundation for realistic peridot crystalline surfaces with a convincing interplay of form, color, and reflectivity.

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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