Seamless Gravel 032 by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Gravel 032 by Textures – PBR 3D Texture (8K ready)

IDgravel-032-by-textures-pbr-seamless-8k
Gravel
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Gravel 032 by Textures is a meticulously crafted PBR 3D texture that authentically replicates the natural complexity and heterogeneity of gravel surfaces. This texture captures a base substrate composed primarily of mineral stones and aggregates loosely bound by organic dirt and fine sand particles. The porous and uneven surface structure reflects genuine weathering effects and soil accumulation with grains varying in size shape and orientation to convey a realistic three-dimensional depth. Its color palette features subtle earth tones—muted grays soft browns and occasional ochres—arising from natural mineral oxides and slight pigment variations within the stone fragments. The surface finish is matte and slightly roughened simulating the granular texture and weathered patina commonly found on outdoor gravel paths or construction bases offering an outstanding level of realism.

This texture is optimized for seamless tiling across large surfaces without visible repetition and it includes high-resolution maps up to 8K making it ideal for physically based rendering workflows in modern 3D engines. The Base Color (Albedo) map faithfully represents the natural coloration and subtle tonal shifts of the gravel substrate while the Normal map enhances surface relief by capturing intricate grain orientation and micro-surface irregularities. The Roughness map defines varied micro-reflectivity consistent with the matte gritty nature of gravel deliberately avoiding any metallic sheen as the material is fully non-metallic. Ambient Occlusion adds realistic shadowing within crevices between stones emphasizing depth while the Height/Displacement map supports parallax and displacement effects to further accentuate surface unevenness under physically based shading models.

Seamless Gravel 032 integrates seamlessly with major engines such as Blender Unreal Engine and Unity. For Blender the texture works perfectly with the Principled BSDF shader by connecting the Base Color Roughness Normal Ambient Occlusion and Height maps. In Unreal Engine it feeds into the Base Color Roughness Normal and AO channels while Unity’s URP and HDRP pipelines benefit from the Lit shader setup for realistic lighting and shadow response. To preserve detail fidelity across different scales it is recommended to maintain a consistent texel density and experiment with UV scale or triplanar mapping to minimize any visible tiling artifacts on expansive terrains. Additionally combining the Normal map with Height or Parallax inputs can greatly improve the perception of surface depth especially when viewed at oblique angles. Import Base Color as sRGB for accurate color rendition while data-driven maps such as Normal and Roughness should be set to Non-Color to ensure physical accuracy.

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.