Seamless 3d texture pbr 8k mosaic river stones with rough surface and earth tones free download

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

Preview — Seamless 3d texture pbr 8k mosaic river stones with rough surface and earth tones

IDseamless-3d-texture-pbr-8k-mosaic-river-stones-with-rough-surface-and-earth-tones
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR mosaic texture depicts a natural arrangement of river stones characterized by their rough, irregular surfaces and earthy color palette. The base material simulates smooth yet weathered river rocks embedded in a subtle mortar substrate, creating a realistic tessellated pattern. Each stone exhibits unique geometric forms—mostly oval and rounded shapes with slight angularity—arranged in a random, non-repetitive layout that mimics the organic distribution found in natural riverbeds. The rough surface detail results from fine grain and micro-porosity, reflecting the natural erosion and sediment deposits on the stones over time.

The composition suggests a typical stone mosaic structure where the aggregate consists of individual river stones bound together by a low-profile, matte mortar matrix that fills the gaps without overwhelming the natural contours. The binder mimics a cementitious material with subdued earth tone pigments, ranging from muted browns and grays to soft ochres and tans, providing subtle chromatic variation. The surface finish is matte to semi-rough, emphasizing tactile authenticity rather than glossiness, with no metallic elements present, ensuring the stones maintain their subdued, natural appearance.

In terms of PBR channels, the BaseColor (Albedo) map captures the nuanced natural hues and subtle color shifts of the stones and mortar. The Normal map enhances the perception of the rough stone surfaces and the uneven mortar joints, providing fine detail on micro-geometry such as small pits and ridges. The Roughness map is predominantly high to medium, reflecting the matte, non-reflective nature of river stones, with slight variation to simulate wet or weathered patches. The Metallic channel is uniformly black, as the texture contains no metallic materials. Ambient Occlusion accentuates crevices between stones to enhance depth perception, while the Height/Displacement map provides gentle elevation differences for realistic surface undulation when used with parallax or tessellation techniques.

This texture is optimized at 8K resolution, making it suitable for high-fidelity 3D applications in Blender, Unreal Engine, and Unity. Its seamless design allows for large-scale tiling without visible seams, ideal for expansive outdoor scenes or natural environment assets. For practical application, it is recommended to adjust the UV scale to maintain realistic stone sizing relative to the scene context, and to fine-tune the roughness channel to simulate varying wetness or weathering effects dynamically. Blending height and normal maps can further enhance depth perception and tactile realism when viewed up close.

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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