Seamless 8K granite tile 3d texture pbr featuring granite chips and granite pores with natural surface roughness free download

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

Preview — Seamless 8K granite tile 3d texture pbr featuring granite chips and granite pores with natural surface roughness

IDseamless-8k-granite-tile-3d-texture-pbr-featuring-granite-chips-and-granite-pores-with-natural-surface-roughness
Granite
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K granite tile 3D texture PBR offers an exquisitely detailed and naturalistic portrayal of granite stone emphasizing the complex composition of granite chips and granite pores embedded within a durable mineral substrate. The tile’s structure predominantly consists of interlocking quartz feldspar and mica crystals which form a dense granular matrix visible across the surface. These mineral grains vary subtly in size and shape contributing to the texture’s authentic unevenness and natural roughness. Fine granite pores and slight micro-fissures simulate natural weathering and erosion adding tactile depth and realism. The surface finish is moderately polished retaining a soft gloss that enhances the stone’s natural coloration—ranging from cool grays to warm earthy tones—without excessive reflectivity thereby preserving the intricate granular patterns and mineral inclusions characteristic of genuine granite tiles.

From a materials science perspective this granite tile texture accurately conveys the physical and optical properties of granite through its PBR channels. The BaseColor (Albedo) map captures heterogeneous coloration and subtle hue variations including environmental staining effects that mimic natural pigmentation in granite surfaces. The Normal map defines the micro-geometry of granite chips and pores enhancing surface relief and depth perception on otherwise flat planes. Roughness maps reveal nuanced surface smoothness with rougher areas accentuating pores and grain boundaries to simulate weathered or unpolished regions authentically. As granite is a non-metallic stone the Metallic channel remains uniformly black. Ambient Occlusion maps emphasize shadowed crevices and recessed grain boundaries improving depth and realism while finely tuned Height/Displacement maps replicate the uneven surface topology for realistic parallax and tessellation effects in modern rendering engines.

Designed for seamless tiling this granite tile 3D texture ensures consistent and natural visual continuity across expansive surfaces making it ideal for architectural visualizations interior design and photorealistic environment creation. Its ultra-high 8K resolution guarantees exceptional detail retention even under close scrutiny perfectly supporting workflows in Blender Unreal Engine and Unity. The combination of high-resolution normal and height data enables advanced shading techniques and physically accurate lighting responses essential for achieving authentic granite tile flooring and wall renderings. For optimal practical use adjusting the UV scale carefully is recommended to preserve fine details when applied to large surfaces. Additionally fine-tuning the roughness channel allows simulation of finishes ranging from polished to honed granite providing versatile options tailored to specific scene requirements. Utilizing both height and normal maps in tandem further enhances surface complexity especially when employing parallax occlusion mapping or tessellation for added realism in real-time engines.

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.