Seamless 3d texture pbr 8k agate chips mosaic with colorful shards and polished stone finish free download

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

Preview — Seamless 3d texture pbr 8k agate chips mosaic with colorful shards and polished stone finish

IDseamless-3d-texture-pbr-8k-agate-chips-mosaic-with-colorful-shards-and-polished-stone-finish
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a meticulously crafted mosaic composed of small-scale agate chips embedded within a durable substrate. Each chip features colorful shards of natural stone, exhibiting a diverse palette of translucent hues ranging from deep blues and vibrant reds to soft amber and creamy whites. These fragments are arranged in a compact, irregular pattern reminiscent of traditional agate inlay mosaics, where the geometric form is organically scattered rather than strictly uniform. The base material simulates a solid binder—likely a polished resin or cementitious grout—that securely holds the agate aggregates in place, providing structural integrity and subtle contrast between the chips.

The surface finish is highly polished, resulting in a glossy, reflective appearance that accurately mimics real polished stone. This sheen enhances the natural translucency and depth of the agate, allowing light to penetrate and reflect within each chip, creating dynamic surface relief and visual complexity. The texture’s fine details include realistic tile grout lines with slight recesses that add a sense of depth and separation between the colorful shards. These microvariations contribute to the tactile quality of the surface, simulating subtle porosity and the occasional microscopic fissures found in natural stone mosaics. Weathering effects are minimal, emphasizing a pristine, showroom-quality finish.

In terms of PBR workflow, the BaseColor (Albedo) map captures the rich, varied coloration of the agate chips and their polished binder, accurately reflecting the natural pigmentation and light scattering properties. The Normal map encodes the surface relief of the shards and grout lines, enhancing the perception of depth and texture under dynamic lighting. The Roughness map is finely tuned to produce a mostly low-roughness, glossy finish on the stone surfaces with slightly higher roughness in the grout areas to replicate realistic material contrast. Metallic values remain near zero, as natural stone and resin binders are non-metallic. Ambient Occlusion highlights the grout crevices and chip edges, reinforcing the three-dimensional feel. The Height or Displacement map provides subtle elevation differences between shards and the binder, allowing for enhanced parallax or tessellation effects in rendering engines.

Rendered at an ultra-high 8K resolution, this texture is optimized for detailed close-up visualizations and supports seamless tiling for continuous surface coverage without visible repetition. It is fully compatible and ready for use in Blender, Unreal Engine, and Unity, ensuring straightforward integration into various CG pipelines. For best results, it is recommended to adjust the UV scale to maintain the small-scale mosaic appearance and to fine-tune the roughness map slightly to match specific lighting environments. Blending height or normal maps can also enhance realism when layered with other surface details or decals.

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.


::contentReference[oaicite:0]{index=0}

AITEXTURED Tools

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