Seamless 3d texture pbr 8k mosaic stone tiles with rough surface and natural hues free download

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

Preview — Seamless 3d texture pbr 8k mosaic stone tiles with rough surface and natural hues

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

This seamless 3D texture depicts a mosaic composed of irregularly shaped stone tiles, arranged in a random layout that mimics traditional handcrafted tesserae. The base material is a natural sedimentary stone, characterized by a rough surface texture and subtle variations in porosity, reflecting weathered outdoor masonry. Each tile exhibits a matte finish, emphasizing the raw, unpolished quality of the stone. The substrate appears dense yet slightly porous, allowing for natural absorption of earth-toned pigments that range from warm beiges and soft grays to muted browns, enhancing the authentic rustic appeal. The binder between tiles simulates a coarse mortar, adding to the overall tactile complexity and reinforcing the mosaic’s structural integrity.

The texture’s PBR setup utilizes an 8K resolution to capture fine details such as micro-cracks, grain variations, and subtle surface imperfections. The BaseColor (Albedo) channel conveys the natural hues and subtle color gradations found in weathered stone and mortar, while the Normal map enhances the tactile roughness and depth of each tile’s irregular edges and surface undulations. The Roughness map is calibrated to emphasize the matte, non-reflective finish typical of aged stone, effectively reducing specular highlights and contributing to a natural, subdued appearance. Metallic values remain minimal to nonexistent, as the material is entirely non-metallic, while the Ambient Occlusion map adds depth by simulating the soft shadows cast within crevices and between tiles. The Height/Displacement map further defines the relief of the stone edges and mortar joints, improving realism in close-up renders and parallax effects.

Designed for seamless tiling without visible repetition, this texture is optimized for use across multiple platforms including Blender, Unreal Engine, and Unity. The high-resolution detail supports close camera work in architectural visualizations or game environments requiring authentic stone surfaces. Its rough, matte surface and natural color palette make it particularly suitable for outdoor scenes, historic reconstructions, or any project necessitating realistic aged masonry with subtle weathering and tactile depth.

For practical application, it is recommended to adjust the UV scale carefully to avoid overly large or small tile appearances relative to the scene context. Fine-tuning the roughness map can help balance between too dull or slightly reflective surfaces depending on lighting conditions. Additionally, blending the height map with normal maps can enhance the perception of depth without excessive geometry displacement, especially beneficial for real-time engines where performance is a consideration.

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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