Seamless 3d texture pbr 8k tanzanite faceted gem with prismatic refraction and gemstone facets free download

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

Preview — Seamless 3d texture pbr 8k tanzanite faceted gem with prismatic refraction and gemstone facets

IDseamless-3d-texture-pbr-8k-tanzanite-faceted-gem-with-prismatic-refraction-and-gemstone-facets
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a highly detailed faceted tanzanite gemstone, characterized by its complex geometric form composed of numerous sharp, angular gemstone facets. The pattern mimics the precise cuts found in expertly crafted faceted gems, arranged to create a tessellating surface with prismatic refraction effects that simulate the natural dispersion of light within a tanzanite crystal. The base material is a transparent to translucent aluminosilicate substrate with a rich, deep blue to violet coloration, enhanced by trace elements within the crystal lattice. The surface finish is a polished adamantine luster, giving it a reflective and almost mirror-like quality that captures sparkle highlights dynamically across the facets, contributing to realistic light play and depth.

In terms of physical composition, the texture emulates a gemstone with a non-porous, dense crystalline structure. The material’s clarity is simulated through PBR channels: the BaseColor (Albedo) contains carefully calibrated blue-violet pigments with subtle gradients to reflect natural color zoning. The Normal map encodes the intricate surface geometry of the gemstone facets, emphasizing sharp edges and depth variations to enhance realism in lighting and shading. The Roughness map is finely tuned to achieve the polished finish, with low roughness values across most facets to maintain the glossy, reflective quality, while allowing slight micro-variations to prevent unnaturally smooth surfaces. The Metallic channel is effectively non-metallic since tanzanite is a gemstone, but subtle reflections are governed by the Specular or Fresnel properties defined in the shader setup. Ambient Occlusion adds subtle shadowing in crevices between facets to enhance depth perception, while the Height/Displacement map provides realistic surface relief that supports parallax and displacement effects in real-time engines.

Rendered at an exceptional 8K resolution, this texture ensures ultra-fine detail and sharpness suitable for close-up renders and high-definition visualizations. It is fully optimized for use in Blender, Unreal Engine, and Unity, supporting PBR workflows with seamless tiling that avoids visible repetition artifacts. The texture’s fidelity allows for realistic rendering of reflective and refractive properties, making it ideal for jewelry design, gemstone visualization, and high-end 3D projects requiring authentic tanzanite surfaces. The prismatic refraction and gemstone facet details contribute to dynamic light dispersion, creating convincing sparkle highlights and a lustrous finish that responds naturally to scene lighting.

For practical application, it is recommended to adjust the UV scale carefully to maintain the natural size and spacing of facets, preventing distortion of the tessellated pattern. Additionally, tuning the roughness map to slightly increase roughness in shadowed or less illuminated areas can enhance realism by simulating subtle surface imperfections. When combining height or parallax mapping with the normal map, blending these channels precisely will produce more convincing depth effects without excessive geometry displacement, optimizing performance while preserving visual quality.

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.


::contentReference[oaicite:0]{index=0}

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