Seamless 3d texture pbr 8K of gravel ground with stone dust and compacted gravel mix free download

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

Preview — Seamless 3d texture pbr 8K of gravel ground with stone dust and compacted gravel mix

IDseamless-3d-texture-pbr-8k-of-gravel-ground-with-stone-dust-and-compacted-gravel-mix
Gravel
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture in 8K resolution presents a highly detailed and realistic representation of a gravel ground surface meticulously crafted from a compacted gravel mix combined with fine stone dust. The base material primarily consists of irregular angular mineral aggregates—ranging from small pebbles to medium-sized stones—tightly bound together by a granular filler of stone dust. This combination forms a dense stable substrate reminiscent of natural outdoor gravel roads or construction surfaces characterized by a tactile granular feel. The surface finish is matte and unpolished reflecting the weathered nature of natural stone exposed to environmental conditions over time. The color palette captured in the BaseColor (Albedo) channel features muted earth tones including various shades of gray brown and subtle beige which mirror the natural mineral pigments and weathering effects typical of gravel and stone dust mixtures.

The texture’s surface geometry exhibits an irregular non-uniform distribution of gravel fragments arranged in a tightly packed random pattern that enhances the natural appearance of this ground material. The Normal map expertly simulates the subtle elevations and depressions between the gravel stones and the compacted stone dust filler creating convincing three-dimensional depth and tactile realism. Height and Displacement maps provide precise depth details for small bumps indentations and micro-geometry essential for photorealistic parallax effects and close-up rendering. The Roughness channel balances the matte fine-grained stone dust areas with the slightly harder more reflective mineral surfaces of the gravel fragments producing natural variation between soft diffuse patches and rough weathered stone faces. The Metallic channel remains near zero consistent with the non-metallic nature of natural stone and dust components while the Ambient Occlusion channel enhances shadowing within crevices and around clustered gravel pieces reinforcing perception of depth and density across the surface.

Due to the compacted nature of the gravel mix and the stone dust acting as a granular binder the overall porosity of the surface is low yet it retains subtle roughness and micro-roughness that interact effectively with dynamic lighting to convey a natural weathered look. Weathering effects are visible through slight discolorations micro-scratches and surface wear on the gravel fragments contributing to an authentic aged appearance. This texture is optimized for seamless tiling ensuring continuous coverage without visible repetition making it ideal for large-scale terrain creation and environment modeling in Blender Unreal Engine and Unity. For best results it is recommended to adjust the UV scale carefully to maintain natural gravel fragment sizes relative to the scene and to fine-tune the roughness channel to simulate varying moisture or dust cover conditions. Additionally blending height or normal maps can enhance depth perception on uneven terrain especially in close-up views delivering a highly realistic and immersive gravel ground appearance suitable for photorealistic workflows.

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.