Seamless 3d texture pbr 8k ceramic tiles with geometric patterns and polished surface for realistic rendering free download

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

Preview — Seamless 3d texture pbr 8k ceramic tiles with geometric patterns and polished surface for realistic rendering

IDseamless-3d-texture-pbr-8k-ceramic-tiles-with-geometric-patterns-and-polished-surface-for-realistic-rendering
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases ceramic tiles crafted with precision to form intricate geometric patterns, typically composed of interlocking hexagons and diamonds. The base material consists of a dense ceramic substrate, providing durability and a smooth surface ideal for indoor architectural applications. The tiles are formed by firing refined clay mixed with mineral additives that enhance hardness and reduce porosity, resulting in a low absorption rate suitable for polished finishes. Colored pigments are integrated into the ceramic body to achieve vibrant hues, while the grout between tiles features distinct colored compounds that complement the tile palette and accentuate the geometric layout.

The surface finish is highly polished, reflecting ambient light realistically to capture subtle gloss and highlights. This glossy effect is represented in the PBR workflow by a carefully calibrated roughness map, ensuring that specular reflections behave naturally under varying lighting conditions. The normal and height maps detail the subtle relief of tile edges and grout depressions, adding depth and dimensionality without compromising the seamless tiling capability. Ambient occlusion maps enhance the shadowing in grout crevices and tile junctions, reinforcing the perception of realistic contact shadows and material layering.

The texture set includes an 8K BaseColor (Albedo) map that delivers crisp, vibrant colors with no visible pixelation at close inspection. The Normal map captures fine surface irregularities and grout line depth, while Height/Displacement maps provide additional geometric detail for parallax or tessellation effects in supported engines. The Metallic channel remains consistently low, reflecting the non-metallic nature of ceramic materials, while roughness variation adds subtle surface imperfections found in polished but handcrafted tile surfaces. This comprehensive PBR texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility with physically based rendering pipelines and real-time applications.

For practical implementation, it is recommended to carefully adjust the UV scale to maintain the natural size of tile patterns relative to the scene. Additionally, fine-tuning the roughness map can help balance the shine for different lighting environments, while blending height and normal maps can enhance surface detail without introducing artifacts. This texture’s seamless design allows for expansive coverage on walls or floors without visible repetition, making it especially suitable for realistic interior design visualizations and architectural renders.

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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