Seamless Gravel 025 by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Gravel 025 by Textures – PBR 3D Texture (8K ready)

IDgravel-025-by-textures-pbr-seamless-8k
Gravel
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Gravel 025 by Textures is a premium physically based rendering (PBR) 3D texture expertly crafted to replicate the complex and natural appearance of gravel surfaces with exceptional realism. This texture mimics a heterogeneous ground substrate primarily composed of mineral aggregates including a diverse mix of small stones and pebbles embedded within a matrix of compacted dirt and weathered soil. The composition captures subtle variations in grain size orientation and porosity accurately reflecting how natural gravel accumulates and settles over time. The surface finish is rough and slightly irregular featuring scattered organic debris and dirt that contribute to its authentic weathered appearance. The coloration encompasses warm earth tones such as reds oranges and yellows which arise from naturally occurring mineral pigments and oxidized iron oxides giving the texture its distinctive and vibrant look across the entire surface.

In the PBR workflow each material attribute of this gravel texture is carefully represented to maximize realism and flexibility. The Base Color (Albedo) map conveys the rich natural hues of the gravel and soil without baked-in lighting allowing accurate adaptation to various lighting conditions. The Normal map provides intricate surface depth by simulating the bumps crevices and unevenness caused by the pebbles and compacted dirt enhancing the tactile three-dimensional feel. Roughness values vary throughout the texture reflecting the uneven matte finish typical of weathered gravel where some areas appear coarser due to dust or loose aggregates while others are smoother from compaction. Metallic values are absent consistent with the non-metallic mineral and organic composition. Ambient Occlusion emphasizes shadows in crevices and between stones adding subtle depth and contrast while the Height/Displacement map supports detailed surface relief for advanced rendering techniques such as parallax occlusion mapping or actual mesh displacement.

Seamless Gravel 025 is designed for consistent seamless tiling and performs reliably across modern rendering engines and workflows. It is fully compatible with Blender’s Principled BSDF shader Unreal Engine (utilizing Base Color Roughness Normal and AO maps) and Unity’s URP/HDRP Lit shaders. Available at resolutions up to 8K this texture ensures crisp detail even on large surfaces preserving fidelity and minimizing visible pattern repetition. For optimal results maintain uniform texel density on your models and consider using triplanar or layered tiling methods to further disguise repetition. When importing set the Base Color texture to sRGB and all data-driven maps like Normal Ambient Occlusion and Height to Non-Color to preserve accurate shading and color balance. Slightly adjusting roughness values can help tailor the weathered surface finish to specific lighting environments or artistic needs enhancing the natural realism of your 3D scenes.

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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