Seamless 3d texture pbr 8k mosaic terracotta fragments with rough surface and warm colors free download

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

Preview — Seamless 3d texture pbr 8k mosaic terracotta fragments with rough surface and warm colors

IDseamless-3d-texture-pbr-8k-mosaic-terracotta-fragments-with-rough-surface-and-warm-colors
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features terracotta fragments arranged in a random mosaic pattern, capturing the authentic look of aged clay tiles broken into irregular tesserae. The base material is traditional terracotta, composed primarily of natural clay mixed with fine sand and mineral aggregates, fired at moderate temperatures to achieve a porous yet durable ceramic body. The fragments exhibit a rough surface texture, reflecting natural weathering and slight erosion that enhance their tactile realism. Warm earth tones dominate the palette, ranging from deep burnt oranges to muted reds and soft browns, achieved through iron oxide pigments intrinsic to the clay and subtle variations in firing conditions.

The mosaic composition rests on a subtle mortar substrate, visible in the recessed joints between tesserae, which adds depth and separation to the pattern. This binder is typically a lime-based or cementitious material with fine aggregate particles, lending a matte finish that contrasts with the more textured terracotta shards. The surface is unpolished, showcasing a natural roughness with micro-variations in height and graininess that contribute to light scattering and diffuse reflections. Porosity is apparent through tiny pits and fissures, emphasizing the material’s age and handmade quality.

Technically, this texture is crafted for physically based rendering (PBR) workflows, optimized at an 8K resolution to preserve fine detail even in close-up views. The BaseColor (Albedo) map faithfully reproduces the warm color spectrum and subtle pigment variations. The Normal map encodes the intricate surface roughness and fragment edges, enhancing the perception of depth and irregularity. Roughness maps reinforce the non-reflective, matte quality of both terracotta and mortar, while the Metallic channel is kept at near zero, consistent with non-metallic ceramic materials. Ambient Occlusion intensifies shadowing within crevices and between fragments, and the Height/Displacement map allows for realistic surface relief, perfect for parallax or tessellation effects.

This texture is fully compatible with major 3D engines such as Blender, Unreal Engine, and Unity, supporting seamless tiling for expansive architectural surfaces or detailed close-ups. For practical use, it is advisable to adjust the UV scale to match the intended fragment size within your scene, and to fine-tune roughness values to balance the matte finish with subtle specular highlights. Blending height and normal maps can further enhance the perception of depth without excessive geometry, making this texture a versatile choice for realistic, rustic environments requiring warm, earthy mosaics.

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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