Seamless 8K granite mineral veins 3d texture pbr featuring granite quartz and granite hornblende mineral detail free download

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

Preview — Seamless 8K granite mineral veins 3d texture pbr featuring granite quartz and granite hornblende mineral detail

IDseamless-8k-granite-mineral-veins-3d-texture-pbr-featuring-granite-quartz-and-granite-hornblende-mineral-detail
Granite
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K resolution 3D texture PBR showcases the intricate mineral veins characteristic of granite highlighting the prominent granite quartz and granite hornblende inclusions that define this natural stone’s unique geological composition. The base substrate is a coarse-grained igneous rock formed from interlocking crystals primarily quartz feldspar and mica which together create a robust and visually complex surface. Notable elongated and irregular veins of hornblende and biotite minerals weave through the texture producing a rich veined pattern that emphasizes granite’s distinctive character. The texture captures subtle variations in grain size shape and orientation reflecting the rock’s authentic microstructure. Its surface finish balances the polished luster of quartz and mica crystals with the matte earthy tones of feldspar and hornblende while minimal porosity and faint weathering effects enhance realism and depth.

The texture’s color palette spans creamy whites and soft grays from feldspar translucent highlights of granite quartz deep blacks of biotite and muted green shades of granite hornblende all rendered with exceptional clarity. These mineralogical details translate precisely across all PBR channels for optimal realism: the BaseColor (Albedo) map delivers the complex coloration; the Normal map captures the fine relief of mineral grains and crystal facets; the Roughness map differentiates the polished quartz and mica surfaces from the rougher feldspar and hornblende areas; the Metallic channel remains neutral consistent with granite’s non-metallic nature. Ambient Occlusion enhances the perception of depth within crevices between mineral veins while Height/Displacement maps provide subtle elevation changes improving tactile surface perception and enabling advanced parallax effects for close-up views.

Optimized for seamless tiling at ultra-high 8K resolution this granite mineral veins 3D texture is fully compatible and ready for use in Blender Unreal Engine and Unity supporting both real-time and offline rendering workflows with high fidelity. Its seamless design allows for large-scale application on architectural surfaces such as countertops wall panels or flooring without visible repetition preserving the natural mineral vein variation and granite’s rich detail. For best results adjusting the UV scale to correspond to real-world granite slab dimensions ensures authentic grain proportions and continuous mineral veins. Additionally fine-tuning roughness values can simulate finishes ranging from highly polished to softly honed while blending Height and Normal maps enhances depth perception during close-up renders providing a realistic and tactile 3D surface experience that truly captures the complex beauty of granite quartz and granite hornblende mineral veins.

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.