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

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

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

IDseamless-3d-texture-pbr-8k-onyx-pieces-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 irregular onyx stone pieces, arranged in a natural yet refined pattern that emphasizes organic geometry rather than uniform shapes. The base material is high-quality onyx, known for its translucent qualities and subtle veining, presented here in a range of neutral hues including soft creams, warm beiges, and muted grays. Each onyx fragment is embedded within fine tile grout that simulates the traditional adhesive binder, providing structural cohesion while maintaining a realistic depth and spatial separation. The grout’s subtle roughness and slightly darker tone contrast gently with the polished stone surfaces, enhancing the perception of individual pieces in the mosaic without overwhelming the overall harmony of the design.

The texture’s form captures the irregularity of natural stone tessellation rather than rigid geometric tiling, with each piece exhibiting unique contours and surface relief that contribute to a dynamic tactile impression. The polished stone finish delivers a glossy, almost reflective surface appearance, which is faithfully represented in the PBR workflow through a low roughness map value and carefully calibrated specular highlights. The BaseColor (Albedo) channel accurately preserves the onyx’s translucent color gradations and natural veining patterns, while the Normal and Height maps emphasize subtle surface undulations and the grout lines’ recessed structure. Ambient Occlusion enhances the small crevices and shadowed areas between the stone fragments, providing depth and dimensionality essential for photorealistic rendering in engines like Blender, Unreal Engine, and Unity.

In terms of material composition, the onyx pieces simulate a natural semi-precious stone substrate, exhibiting low porosity with a dense, crystalline structure. The grout acts as a synthetic binder, reminiscent of cementitious or polymer-based adhesives used in real-world mosaic installations, offering slight textural roughness that contrasts with the stone’s smoothness. No metallic elements are present, and the Metallic channel remains neutral, focusing solely on the interplay between light and the polished mineral surfaces. This texture is optimized at an 8K resolution, ensuring high fidelity in close-up views and allowing flexible usage across diverse scales without visible pixelation or tiling artifacts.

For practical application, adjusting the UV scale allows designers to control the mosaic’s visual density, making it suitable either for expansive architectural surfaces or detailed decorative accents. Slight tuning of the roughness map can simulate varying degrees of polish—from high gloss to a more matte finish—depending on environmental context or stylistic preference. Additionally, blending the Height and Normal maps can enhance parallax effects in real-time engines, adding convincing depth to the mosaic’s surface relief without excessive computational cost. This texture is well-suited for luxury interior visualizations, digital art projects, and any scenario requiring a premium, photorealistic stone mosaic with nuanced material complexity and naturalistic form.

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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AITEXTURED Tools

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