Seamless 3d texture pbr 8k iridescent tiles mosaic with pastel tiles and smooth finish free download

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

Preview — Seamless 3d texture pbr 8k iridescent tiles mosaic with pastel tiles and smooth finish

IDseamless-3d-texture-pbr-8k-iridescent-tiles-mosaic-with-pastel-tiles-and-smooth-finish
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a meticulously crafted mosaic composed of iridescent pastel tiles arranged in a geometric grid pattern. Each tile features a smooth, glossy finish that accentuates subtle color shifts visible across the surface, resulting from the iridescent coating applied atop a ceramic or glass substrate. The base material combines a high-density ceramic body with a translucent glaze, providing both durability and a reflective quality. The mosaic tiles are adhered to the substrate with colored grout, adding a nuanced contrast that defines each element while preserving the overall pastel palette. The tiles’ geometric form is predominantly square with beveled edges, creating gentle depth variations that enhance the three-dimensional appearance when rendered.

The texture’s composition includes a non-porous tile surface treated with a thin iridescent film that interacts with light to produce dynamic color shifts depending on the viewing angle. Beneath the glaze, finely ground mineral pigments provide the pastel tones, carefully blended to achieve a balanced softness without saturation loss. The grout serves as both a mechanical binder and a visual separator, featuring a slightly rougher matte finish to contrast with the glossy tiles. In PBR workflow, the BaseColor channel represents the pastel hues and subtle iridescent highlights, while the Normal map captures the beveled edges and tile depth for realistic light interaction. The Roughness map is finely tuned to convey the polished, reflective nature of the tiles versus the more diffuse grout. Metallic values remain minimal, emphasizing the ceramic and glass-like qualities, while Ambient Occlusion enhances the depth perception around grout lines and tile edges. Height or displacement maps provide precise surface relief to simulate tile thickness and beveling under different lighting conditions.

Rendered at an 8K resolution, this texture ensures exceptional detail suitable for close-up views in high-fidelity 3D environments. It is fully optimized for use in Blender, Unreal Engine, and Unity, enabling artists and designers to integrate the seamless mosaic surface into architectural visualizations, interior design projects, and decorative object materials with ease. The high resolution preserves the intricate interplay of light on the iridescent surface and the subtle color gradations within the pastel tiles, maintaining realism even at large scales.

For optimal results, it is recommended to carefully adjust the UV scale to maintain tile proportions consistent with real-world dimensions, avoiding distortion of the geometric pattern. Additionally, fine-tuning the Roughness map can help balance the glossy finish to suit different lighting scenarios, such as reducing reflectivity for softer ambient environments or boosting it to emphasize specular highlights. When using height or parallax mapping, blending with the Normal map helps to preserve the intricate beveled edges and subtle depth cues without introducing artifacts, enhancing the overall tactile impression of the mosaic surface.

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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