Seamless 3d texture pbr 8K of gravel floor with granite gravel and mixed stone chips free download

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

Preview — Seamless 3d texture pbr 8K of gravel floor with granite gravel and mixed stone chips

IDseamless-3d-texture-pbr-8k-of-gravel-floor-with-granite-gravel-and-mixed-stone-chips
Granite
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture at an ultra-high 8K resolution expertly captures the intricate surface of a gravel floor primarily composed of natural granite gravel intermingled with mixed stone chips. The base substrate is a compacted layer of soil or sand binder that provides structural cohesion while maintaining essential porosity allowing for realistic drainage and natural shadowing beneath the loose gravel. The gravel ground consists of irregularly shaped granite fragments each characterized by a coarse granular structure with distinct mineral inclusions. These granite pieces present a varied palette of subtle greys whites and faint pinkish hues reflecting their natural mineral diversity. Weathered and angular the granite gravel shows signs of erosion alongside mechanical crushing enhancing the authentic roughness and complexity of the surface. Mixed stone chips scattered throughout contribute additional geometric variety sharper edges and diverse mineral compositions that collectively enrich the tactile and visual depth of the gravel floor.

The surface finish is matte and unpolished emphasizing the natural rough texture and granular feel of the stones. In terms of physically based rendering (PBR) the BaseColor (Albedo) map faithfully reproduces the nuanced color variations and mineral tones present across the granite gravel and stone chips. The Normal map highlights the micro- and macro-relief accentuating the uneven angular nature of the fragments that define the gravel floor’s rugged character. Roughness values are predominantly high reflecting the coarse non-reflective quality of the granite and stone chips while the Metallic map remains close to zero consistent with their non-metallic mineral composition. Ambient Occlusion enhances depth perception by accentuating shadows within crevices and gaps and the Height/Displacement map adds realistic parallax and shadowing effects which are especially important for close-up views and immersive 3D environments.

This seamless texture is fully optimized for tileability and is unreal blender ready ensuring compatibility with advanced PBR workflows across popular 3D platforms such as Blender Unreal Engine and Unity. Its exceptional 8K resolution preserves fine details of the granite gravel and stone chips even at close camera distances maintaining high realism without blurring. For best results adjusting the UV scale is recommended to keep the gravel fragment sizes proportionate to real-world dimensions enhancing believability in any scene. Additionally fine-tuning the roughness map allows for simulating various environmental conditions—lower roughness values create the effect of slightly wet or compacted gravel while higher roughness emphasizes dry loose stone surfaces. Combining normal and height maps further enhances surface depth and parallax effects delivering convincing realism in first-person or close-up perspectives.

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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.