Seamless 3d texture pbr 8k quartz crystal cluster with prismatic refraction and crystal veins free download

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

Preview — Seamless 3d texture pbr 8k quartz crystal cluster with prismatic refraction and crystal veins

IDseamless-3d-texture-pbr-8k-quartz-crystal-cluster-with-prismatic-refraction-and-crystal-veins
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a highly detailed quartz crystal cluster, designed with photorealism in mind and rendered at an impressive 8K resolution. The underlying material mimics natural quartz, a crystalline form of silicon dioxide, featuring a complex geometric pattern of interlocking prismatic crystals that form a dense cluster. Each crystal exhibits sharp, well-defined facets with subtle variations in size and orientation, creating a dynamic structure that captures the intricate veining typical of natural quartz formations. The texture’s base material reflects the semi-translucent nature of quartz, with a predominantly clear to milky white substrate interspersed with delicate crystal veins that suggest mineral impurities and growth lines within the cluster.

Compositionally, the texture simulates a solid crystalline substrate with minimal porosity, characteristic of well-formed quartz. The surface finish is highly polished, producing a lustrous and reflective appearance that enhances the prismatic refraction visible at crystal edges. This refraction is a key feature, realized through precise normal and height mapping, which together simulate light bending and internal dispersion effects. The crystal veins serve as natural inclusions, adding complexity and depth to the surface by breaking up uniformity with fine, vein-like aggregates. These veins influence the BaseColor (Albedo) channel by introducing subtle off-white and faintly colored pigments, while the Roughness map carefully balances glossy highlights with slightly diffused areas to avoid an overly mirror-like finish.

From a PBR workflow perspective, the texture’s BaseColor channel captures the quartz’s natural palette of translucent whites and pale grays, incorporating the veining detail with soft color gradients. The Normal map enhances the three-dimensionality of the crystal facets and veins, producing fine surface relief that catches light realistically. Roughness values are low but varied, enabling realistic reflections without uniform glossiness, while the Metallic channel remains at zero, as quartz is non-metallic. Ambient Occlusion subtly deepens crevices between crystals, emphasizing depth and shadow interplay. The Height or Displacement map provides the necessary data for parallax or tessellation effects, highlighting the pronounced edges and complex layering of the crystal cluster.

This texture is optimized for seamless tiling, allowing for continuous repetition without visible seams, which is ideal for covering large surfaces or creating detailed close-up renders of mineral formations. Its high resolution and PBR accuracy make it fully compatible with major 3D software and game engines such as Blender, Unreal Engine, and Unity, ensuring versatility across various projects. For practical usage, adjusting the UV scale to match the desired crystal size is recommended, and fine-tuning the roughness map can help balance between a more matte or highly reflective finish depending on lighting conditions. Additionally, blending height and normal maps thoughtfully can enhance the perception of depth without excessive geometry.

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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