Seamless 3d texture pbr 8k peridot rough crystal with fractures and lustrous finish free download

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

Preview — Seamless 3d texture pbr 8k peridot rough crystal with fractures and lustrous finish

IDseamless-3d-texture-pbr-8k-peridot-rough-crystal-with-fractures-and-lustrous-finish
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a highly detailed peridot rough crystal surface, characterized by its natural fractures and lustrous finish. The material composition is rooted in the crystalline structure of peridot, a magnesium iron silicate with a distinctive olive-green hue. The texture captures the complex veined pattern formed by irregular crystal growth and inherent fractures, which create subtle depth variations and intricate surface geometry. These fractures are rendered as fine, jagged fissures that interrupt the otherwise solid crystal matrix, contributing to the realistic portrayal of weathered and naturally occurring imperfections.

The geometric form of this texture is primarily veined and fractured, with an organic, non-repetitive pattern that tiles seamlessly across surfaces. Its base substrate mimics solid crystal with a slightly roughened surface profile, balancing between polished and raw finishes. The lustrous finish reflects peridot’s natural gloss, achieved through subtle specular highlights and reflective surfaces that simulate light interaction with the crystal facets. The color palette centers on rich green tones with slight variations in saturation and brightness, enhanced by translucent areas where the crystal’s depth allows light to scatter internally. This interplay of light and shadow accentuates the mineral’s three-dimensional form.

In terms of material channels mapped for physically based rendering (PBR), the BaseColor (Albedo) channel reproduces the vibrant green color with nuanced tonal shifts reflecting natural pigmentation. The Normal map encodes fine surface details such as micro-fractures and crystal grain, adding tactile realism when illuminated. Roughness is calibrated to reflect the rough crystal nature, combining matte areas with glossy patches corresponding to the lustrous finish and natural gloss. The Metallic channel remains minimal, as peridot is a non-metallic mineral, focusing instead on dielectric reflections. Ambient Occlusion enhances depth perception within fractures and crevices, while the Height/Displacement map provides pronounced relief for parallax effects, emphasizing the texture’s uneven surface topology.

Rendered at an ultra-high 8K resolution, this texture ensures exceptional clarity and detail, ideal for close-up renders and immersive environments. It is fully compatible and optimized for popular 3D applications including Blender, Unreal Engine, and Unity, allowing seamless integration into diverse workflows. For practical application, it is recommended to adjust UV scaling thoughtfully to maintain the natural scale of the crystal veins and fractures. Additionally, fine-tuning the roughness map can help balance the reflective qualities, ensuring the lustrous finish appears realistic without excessive gloss. Blending height and normal maps can further enhance surface depth, especially in scenes with dynamic lighting and camera movement.

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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