Seamless 3d texture pbr 8k mosaic porcelain shards with irregular shapes and smooth surface free download

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

Preview — Seamless 3d texture pbr 8k mosaic porcelain shards with irregular shapes and smooth surface

IDseamless-3d-texture-pbr-8k-mosaic-porcelain-shards-with-irregular-shapes-and-smooth-surface
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a meticulously crafted mosaic composed of porcelain shards, each exhibiting irregular, organic shapes that come together to form a flat, continuous surface. The shards themselves are thin, fractured fragments of fine porcelain ceramic, known for its dense, vitrified composition and smooth, glossy finish. The base substrate beneath the shards is subtly suggested through slight displacement variations, mimicking a mortar or grout layer that binds the pieces in place. This underlying matrix is characterized by a matte, slightly porous appearance, providing contrast to the polished shards and enhancing the overall tactile realism.

From a materials perspective, the porcelain shards display a high degree of reflectivity and a smooth surface finish, indicative of a polished glaze that captures and diffuses light softly. The shards’ color palette is predominantly cool white with subtle off-white and pale cream pigments, replicating the natural variations found in vintage porcelain. The irregular edges and slight chips reveal the ceramic’s inherent brittleness and fine grain structure, with very low porosity visible on the surfaces. The grout or adhesive that binds these pieces mimics a cementitious or lime-based mortar, with muted gray tones and a slightly rougher texture, adding depth and authenticity to the mosaic’s form.

This texture is fully PBR-compliant, leveraging multiple texture maps to achieve realistic material interaction under diverse lighting conditions. The BaseColor (Albedo) map defines the nuanced color variations of the porcelain shards and grout, while the Normal map intricately captures the subtle surface undulations, including shard edges and grout recesses. The Roughness map is finely tuned to reflect the glossy, smooth nature of the porcelain glaze against the contrasting matte grout, and the Metallic channel remains at near zero, as porcelain and mortar are non-metallic by nature. Ambient Occlusion enhances shadowing in the crevices between shards, adding depth, and the Height (Displacement) map provides subtle relief to emphasize shard thickness and mortar depth, contributing to the tactile feel of the mosaic.

Rendered in an ultra-high 8K resolution, this texture is optimized for professional workflows across Blender, Unreal Engine, and Unity, ensuring crisp detail and seamless tiling without visible repetition or edge artifacts. When applying this texture, it is advisable to carefully adjust the UV scale to maintain the natural size of shards relative to the scene. Additionally, fine-tuning the Roughness parameter can help adapt the surface glossiness to different lighting scenarios, while blending the Height and Normal maps can enhance the perceived depth and complexity of the mosaic surface for more immersive visualizations or architectural renders.

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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