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

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

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

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

This seamless 3D PBR texture represents a highly detailed zircon faceted gemstone, characterized by its intricate geometric form composed of numerous sharp, angular facets. These facets create a tessellated pattern that mimics the precise cuts found in expertly crafted gemstones, enhancing the visual complexity and realism of the surface. The base material is a crystalline zircon substrate, known for its high refractive index and adamantine luster, which is expertly simulated through advanced PBR channels to capture its prismatic refraction and reflective qualities. The texture’s polished surface finish emphasizes the gemstone's natural brilliance, with carefully balanced roughness values to replicate subtle microfacets and light scattering effects typical of real zircon stones.

The composition of this texture integrates multiple physical attributes: the translucent zircon base serves as the core substrate, while the faceted geometry acts as the aggregate that interacts with light to produce sparkle highlights and vibrant color dispersion. The texture’s base color (albedo) channel captures the pale, nearly colorless hue of zircon, with slight variations to represent internal inclusions and natural imperfections. Normal and height maps precisely define the sharp edges and depth of each facet, contributing to the convincing three-dimensional form and enhancing parallax effects. Roughness is finely tuned to reflect the polished, glossy nature of the gem’s surface, avoiding excessive glare while preserving clarity. The metallic channel remains neutral, as zircon is a non-metallic mineral, and ambient occlusion subtly emphasizes the depth between facets, adding realism to shadowed areas.

Rendered at an 8K resolution, this texture offers exceptional detail that supports close-up inspections and large renders without noticeable pixelation. Its seamless design ensures it can tile flawlessly across surfaces, making it particularly useful for jewelry design, gemstone visualization, and photorealistic 3D modeling in software environments such as Blender, Unreal Engine, and Unity. The high fidelity in all PBR channels allows artists to achieve lifelike results, leveraging the texture’s complex light interactions and polished finish to simulate authentic zircon stones in various lighting conditions.

For optimal use, it is recommended to adjust the UV scale carefully to maintain the realistic size and proportion of the gemstone facets relative to the 3D model. Additionally, fine-tuning roughness values can help balance the sparkle effect, preventing the surface from appearing either too matte or overly glossy. Blending the height map subtly with the normal map can enhance depth perception while avoiding exaggerated parallax artifacts, ensuring the zircon’s faceted form retains its natural elegance and clarity in real-time rendering scenarios.

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}

AITEXTURED Tools

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