Seamless 3d texture pbr 8k tourmaline clustered crystals with hexagonal crystals and natural gloss free download

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

Preview — Seamless 3d texture pbr 8k tourmaline clustered crystals with hexagonal crystals and natural gloss

IDseamless-3d-texture-pbr-8k-tourmaline-clustered-crystals-with-hexagonal-crystals-and-natural-gloss
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a dense cluster of tourmaline crystals, each exhibiting the distinct hexagonal prismatic form characteristic of this mineral. The base material is a natural crystalline substrate composed primarily of complex borosilicate structures, featuring tightly packed, elongated hexagonal prisms that interlock to form a continuous lattice. The texture’s geometry captures subtle variations in crystal size and orientation, creating a realistic pattern of clustered formations that can be tiled infinitely without visible seams. The surface finish is defined by a natural gloss, resulting in a lustrous appearance with softly reflective facets that highlight the intricate crystal edges and flat planes of the mineral faces.

In terms of material composition, the texture simulates the interplay of transparent and opaque zones typical of tourmaline, with subtle color zoning ranging from deep greens and blues to muted browns and occasional pinks. These color variations are embedded within the BaseColor (Albedo) channel, providing rich detail and depth without relying on emissive or metallic effects. The Normal and Height maps emphasize the fine crystal lattice relief and the sharp transitions between facets, ensuring accurate light interaction and realistic surface depth. Roughness values vary across the surface to replicate areas of polished smoothness contrasted with slightly rougher grain boundaries, while the Metallic channel remains minimal, reflecting the non-metallic nature of the gemstone. Ambient Occlusion enhances shadowing within crystal clusters, accentuating the three-dimensional complexity of the texture.

Rendered at an 8K resolution, this PBR texture is optimized for high-fidelity applications in Blender, Unreal Engine, and Unity, supporting detailed close-up views without loss of clarity or realism. The seamless design facilitates easy tiling across large surfaces, making it suitable for simulating mineral deposits, gemstone models, or geological environment assets. The texture’s physical accuracy in gloss and reflectivity ensures it responds naturally to dynamic lighting setups, adding to the immersive quality of any 3D scene.

For practical use, it is advisable to carefully adjust the UV scale to balance the crystal cluster density with the intended visual impact in your project. Additionally, fine-tuning the roughness map can help control the glossiness to match specific lighting conditions or stylistic goals. When working with displacement or parallax mapping, blending the Height and Normal maps can enhance the perception of depth while maintaining smooth transitions between crystal facets, ensuring the texture remains visually coherent under various viewing angles.

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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