Seamless 3d texture pbr 8k encaustic tiles with pastel colors and smooth grout for classic ornamental floors free download

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

Preview — Seamless 3d texture pbr 8k encaustic tiles with pastel colors and smooth grout for classic ornamental floors

IDseamless-3d-texture-pbr-8k-encaustic-tiles-with-pastel-colors-and-smooth-grout-for-classic-ornamental-floors
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a meticulously crafted encaustic tile surface, rendered in an impressive 8K resolution to capture every subtle detail of its classic ornamental design. The tiles are composed of a dense cementitious substrate, traditionally formed by mixing hydraulic lime with fine aggregates such as marble powder and natural mineral pigments. This mixture creates a durable yet slightly porous base that supports the intricate pastel-colored motifs applied on the tile surface. The pastel palette features muted hues—soft blues, gentle pinks, and warm creams—that are embedded into the tile using natural mineral pigments, resulting in a matte, softly weathered finish. This color information is accurately represented in the BaseColor (Albedo) map, ensuring true-to-life color rendition in any rendering engine.

The form of the texture is based on square encaustic tiles arranged in a classic grid pattern, separated by smooth grout lines that are subtly recessed to create depth and separation. The grout material itself is a fine, cement-based filler with a slightly lighter tone and a smooth, almost polished surface finish. This smoothness is reflected in the Roughness map, where the grout exhibits a lower roughness value compared to the tiles’ naturally matte bodies, enhancing the material contrast and realism. The Normal and Height maps convey the gentle relief of the tile edges and the slight undulations found in handcrafted encaustic tiles, emphasizing the subtle embossing of the ornamental patterns and the shallow grout channels. Ambient Occlusion adds depth to the crevices between tiles and within the decorative motifs, enhancing spatial definition without exaggerating shadows.

The texture is designed for physically based rendering (PBR), with no metallic component, so the Metallic map remains consistently black. The Height map allows for fine displacement or parallax effects, which can be especially useful to simulate the tactile quality of the tile surface in real-time engines or offline renders. The seamless aspect of this texture ensures that the elaborate tile patterns repeat flawlessly over large surfaces without visible seams or pattern breaks, making it ideal for expansive floors or wall coverings in vintage-inspired interiors, historic building visualizations, or ornamental architectural elements.

Optimized for use in Blender, Unreal Engine, and Unity, this 8K PBR texture supports high-fidelity rendering workflows and real-time applications alike. For practical implementation, it is advisable to carefully adjust the UV scale so the tile size corresponds to real-world measurements, preserving the texture’s intricate detail. Additionally, fine-tuning the roughness values can help balance reflections under different lighting conditions, while subtle blending of the Height and Normal maps can enhance the sense of depth without introducing harsh edges. This attention to detail ensures that the texture delivers both visual accuracy and performance efficiency across diverse 3D projects.

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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