Seamless 3d texture pbr 8k quartz crystal lattice natural crystal photorealistic free download

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

Preview — Seamless 3d texture pbr 8k quartz crystal lattice natural crystal photorealistic

IDseamless-3d-texture-pbr-8k-quartz-crystal-lattice-natural-crystal-photorealistic
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a highly detailed photorealistic depiction of natural quartz crystals, emphasizing the characteristic crystal lattice structure that defines this mineral. The base material consists primarily of silicon dioxide, manifesting as an intricate network of translucent crystalline formations with subtle internal fractures and inclusions. These quartz crystals exhibit a hexagonal prismatic geometry with sharp edges and planar facets, arranged in a tightly interlocked pattern that repeats flawlessly across the texture. The surface finish is naturally glossy with areas of light diffusion, capturing the interplay between polished smooth planes and minute roughness caused by microfractures and weathering effects.

The composition highlights a clear, colorless substrate with occasional milky or smoky inclusions acting as natural colorants within the crystal matrix. There are no binders or adhesives, as the texture simulates the pure mineral aggregate itself. Porosity is minimal, reflecting quartz’s dense structure, but subtle surface irregularities and tiny fissures add realistic depth and complexity. The texture channels are meticulously mapped for Physically Based Rendering: the BaseColor (Albedo) captures the quartz’s translucent pale tones with slight variations, the Normal map conveys the fine relief of the crystal lattice and facet edges, while the Roughness map balances glossy highlights with matte imperfections. The Metallic channel is kept near zero, consistent with quartz’s non-metallic nature. Ambient Occlusion enhances shadowing around crevices, and the Height/Displacement map reinforces the three-dimensional depth of the lattice structure.

Rendered at an ultra-high 8K resolution, this texture ensures exceptional clarity and detail, suitable for close-up renders and high-fidelity visualizations. It is fully compatible with major rendering platforms such as Blender, Unreal Engine, and Unity, providing a versatile asset for gemstone simulations, mineralogical studies, architectural visualizations, and nature-inspired 3D environments. The seamless tiling capability allows for continuous coverage without visible edges, enabling realistic representation of large crystal surfaces or clusters.

For optimal results, it is recommended to adjust the UV scale to preserve the natural size of quartz crystals in your scene, preventing repetition artifacts. Additionally, fine-tuning the roughness values can enhance the balance between reflective sheen and diffuse scattering, mimicking the subtle variations found in real quartz surfaces. Combining the height map with normal maps through parallax occlusion techniques can further augment the perception of depth and complexity in the crystal lattice, adding convincing realism to your renders.

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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AITEXTURED Tools

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