Seamless 3d texture pbr 8k marble fragments mosaic with neutral hues and polished stone finish free download

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

Preview — Seamless 3d texture pbr 8k marble fragments mosaic with neutral hues and polished stone finish

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

This seamless 3D texture features a meticulously crafted mosaic composed of polished marble fragments arranged in precise geometric patterns. The base material is natural marble, known for its crystalline calcite composition, which provides both durability and a refined aesthetic. Each fragment showcases subtle variations in neutral hues—soft grays, warm beiges, and muted whites—emulating the natural veining and mineral inclusions found in authentic stone. The fragments are set within fine grout lines that simulate a high-quality binder, typically a cementitious adhesive that securely holds the marble pieces together while minimizing porosity and enhancing structural stability.

The geometric arrangement follows a tessellated pattern of irregular polygonal shapes, creating a contemporary mosaic effect that balances organic stone characteristics with architectural precision. The surface finish is highly polished, resulting in a glossy sheen that accentuates the marble’s inherent veining and depth. This finish reduces surface roughness, contributing to specular reflections captured in the Roughness map, while the Normal map faithfully reproduces the subtle elevation differences between each fragment and grout, enhancing tactile realism. The Ambient Occlusion map adds soft shadowing in crevices and grout lines, intensifying the three-dimensional appearance of the mosaic.

In terms of PBR workflow, the BaseColor (Albedo) map captures the nuanced color palette of the marble fragments with neutral lighting to preserve color fidelity without harsh highlights. The Height/Displacement map defines the slight relief between marble pieces and grout, allowing for realistic parallax or displacement effects in rendering engines. The Metallic channel remains at zero, reflecting the non-metallic nature of stone, while the Roughness map varies across the surface to replicate the polished finish’s reflective qualities. This texture is delivered in 8K resolution, ensuring exceptional detail and clarity for close-up renders, and is optimized for seamless tiling, making it suitable for extensive surfaces without visible repetition.

Engine compatibility includes Blender, Unreal Engine, and Unity, where this texture can be used to elevate architectural visualizations, interior design projects, and digital environments requiring authentic stone mosaics. For optimal results, it is recommended to adjust the UV scale carefully to maintain the proportional size of marble fragments relative to the scene. Additionally, fine-tuning the roughness parameter can help achieve the desired balance between glossiness and subtle diffusion, while blending height and normal maps enhances surface depth without introducing unnatural artifacts.

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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