Seamless 3d texture pbr 8k tourmaline hexagonal crystal with color zoning and crystal transparency layers free download

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

Preview — Seamless 3d texture pbr 8k tourmaline hexagonal crystal with color zoning and crystal transparency layers

IDseamless-3d-texture-pbr-8k-tourmaline-hexagonal-crystal-with-color-zoning-and-crystal-transparency-layers
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR texture showcases an intricate hexagonal crystal pattern inspired by natural tourmaline formations, rendered at an ultra-high 8K resolution. The base material emulates the crystalline substrate of tourmaline, characterized by its layered silicate structure. Within the texture, subtle color zoning is evident, reflecting the natural variations and banding often found in real tourmaline specimens. These zones are composed of translucent layers with varying opacity, which are simulated through layered crystal transparency channels to capture realistic light refraction and internal scattering. The hexagonal geometry of each crystal facet is precisely modeled, highlighting sharp edges and flat planes that replicate the typical mineral habit of tourmaline crystals.

From a material composition perspective, the texture's substrate is a semi-transparent silicate mineral matrix, exhibiting low porosity with minimal weathering effects to maintain clarity and sharpness. The colorants appear as banded zones within the crystal, ranging from deep greens and pinks to subtle browns, created through PBR BaseColor maps that define these intricate hues and gradients. The Normal map intricately defines the faceted surface relief, enhancing the perception of depth and the natural angularity of each crystal face. Roughness is finely tuned to simulate the polished, glossy finish typical of cut and naturally smooth crystal surfaces, allowing for realistic specular highlights and reflections on the facet planes. Metallic values remain low or near zero, reflecting the non-metallic nature of tourmaline, while Ambient Occlusion maps emphasize subtle shadowing between crystal facets to enhance dimensionality. Height and displacement maps are employed to further accentuate the three-dimensional facets, contributing to authentic parallax effects when applied in rendering engines.

The texture is seamlessly tileable, making it suitable for expansive 3D environments or close-up renderings without visible repetition. Its layered transparency and detailed facet definition enable it to convincingly simulate light interactions such as refraction and internal reflection, especially when used in physically based rendering workflows. This texture is optimized for compatibility with Blender, Unreal Engine, and Unity, ensuring accurate shading and material response across popular 3D platforms. The 8K resolution guarantees exceptional detail for both macro and micro views, preserving fine crystal inclusions and subtle color transitions.

For practical application, it is recommended to carefully adjust the UV scale to match the size and repetition of the hexagonal crystal pattern to avoid distortion or unnatural scaling. Additionally, blending the height map with the normal map can enhance surface detail without introducing excessive displacement, which is beneficial for real-time engines like Unity and Unreal. Fine-tuning roughness values can also help balance the reflectivity, depending on whether a more matte or glossy crystal appearance is desired.

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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