Seamless 3d texture pbr 8k grout lines mosaic with weathered stone and rough stone texture surface free download

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

Preview — Seamless 3d texture pbr 8k grout lines mosaic with weathered stone and rough stone texture surface

IDseamless-3d-texture-pbr-8k-grout-lines-mosaic-with-weathered-stone-and-rough-stone-texture-surface
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a meticulously crafted mosaic pattern composed of irregularly shaped natural stone tiles, each exhibiting a distinctly weathered and rough surface. The geometric arrangement reflects a traditional grout-lined mosaic layout, where individual stones are embedded within a finely detailed grout matrix. The base material is primarily a natural sedimentary stone, characterized by coarse grain and subtle mineral veining. These stones have undergone natural weathering processes, resulting in micro-cracks, pitting, and slight surface erosion that contribute to the authentic aged appearance. The grout lines, composed of a cementitious binder with fine aggregates, display minute imperfections and subtle discolorations typical of outdoor installations exposed to environmental elements over time.

The texture’s composition reflects a complex interplay between the stone substrate and the grout filler. The stone tiles exhibit moderate porosity, allowing for a realistic interaction with light and shadows, which is skillfully captured through the height and normal maps. The surface finish appears matte and rough, emphasizing tactile qualities rather than a polished sheen. Pigments within the stone range from muted earth tones—soft greys, warm browns, and hints of ochre—enhancing the natural stone aesthetic. The grout features a slightly lighter tone with occasional weather-induced darkening, contributing to depth and variation in the overall pattern. The roughness map effectively conveys the tactile contrast between the coarse stone and the comparatively smoother yet weathered grout lines, while the ambient occlusion channel accentuates crevices and recessed joints, adding dimensionality.

From a PBR standpoint, the BaseColor (Albedo) map captures the nuanced coloration and subtle variations of both stone and grout. The Normal map defines the intricate surface relief, including chipped edges, stone grain, and grout indentations. Roughness values are calibrated to represent the stone’s coarse, matte finish and the grout’s slightly softer texture without metallic reflections, as indicated by the Metallic map set to near zero throughout. The Height (Displacement) map enhances the perception of depth in the grout lines and stone relief, essential for realistic rendering in physically based workflows. Ambient Occlusion further refines shadowing around the grout and stone interfaces, enhancing realism in both Blender and game engines like Unreal Engine and Unity.

Rendered at an 8K resolution, this texture provides exceptional detail suitable for close-up visualizations and high-fidelity architectural renders. Its seamless design ensures effortless tiling across large surfaces without visible repetition or seams, making it ideal for exterior facades, garden pathways, or rustic interior environments requiring authentic stone mosaic appearances. For practical use, it is recommended to adjust the UV scale to maintain proportionality with real-world stone sizes, and to fine-tune the roughness channel depending on lighting conditions—lowering roughness slightly can simulate wet or polished stone effects. Additionally, blending the height map subtly with the normal map can enhance parallax effects, improving depth perception in real-time engines while maintaining performance.

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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