Seamless 3d texture pbr 8k granite chips mosaic with neutral hues and rough texture finish free download

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

Preview — Seamless 3d texture pbr 8k granite chips mosaic with neutral hues and rough texture finish

IDseamless-3d-texture-pbr-8k-granite-chips-mosaic-with-neutral-hues-and-rough-texture-finish
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR texture represents a granite chips mosaic composed of irregularly shaped natural stone fragments embedded in a cementitious substrate. The base material mimics a mineral-rich granite aggregate, featuring a diverse range of neutral hues — from soft grays and beiges to subtle taupes — that reflect the inherent color variations found in natural stones. These granite chips, with their rough and unpolished surfaces, create a tactile matte finish, emphasizing the coarse texture typical of masonry mosaics. The chips are arranged in a tightly packed, yet organically irregular pattern, with visible tile grout filling the interstices, contributing to the realistic surface relief of the mosaic form.

The composition simulates a traditional stone mosaic where granite fragments serve as the aggregate, bound by a mortar-like matrix that provides structural cohesion and slight porosity. This porosity is subtly expressed through micro-variations in the height and roughness maps, conveying the weathered and rugged nature of the surface. The grout lines are modeled with a contrasting but complementary tone and exhibit a slightly smoother texture than the granite chips, allowing the individual stone elements to visually stand out. The overall surface finish is rough and matte rather than polished, enhancing the material's natural authenticity. Pigment variations in the base color channel capture the nuanced grain and mineral inclusions characteristic of granite, while the normal and height maps emphasize the angular edges and surface unevenness of the chips.

From a technical perspective, this texture is provided at an 8K resolution, ensuring high fidelity and detailed surface information suitable for close-up renders in Blender, Unreal Engine, and Unity. The BaseColor (Albedo) map delivers true-to-life color variations under neutral lighting conditions, while the Normal and Height maps offer pronounced relief and depth that respond realistically to dynamic lighting. The Roughness map supports the matte finish by defining the micro-surface scattering and light diffusion, with no metallic elements present, hence the Metallic channel remains black. Ambient Occlusion enhances the perception of depth within grout lines and crevices between chips, reinforcing the rugged mosaic structure.

For optimal results when applying this texture, it is advisable to adjust the UV scale according to the mosaic tile size to maintain the natural irregularity of the granite chips without repetition artifacts. Additionally, fine-tuning the roughness map can help balance between overly dull and artificially shiny surfaces, depending on the lighting environment. Combining the height map with subtle normal map blending can further enhance surface realism by simulating both macro and micro surface details, ideal for architectural visualizations, game environments, or digital artwork requiring authentic natural stone mosaics with tactile depth.

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}

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