Seamless 3d texture pbr 8k river stone mosaic tiles with rough stone texture and natural earth tones free download

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

Preview — Seamless 3d texture pbr 8k river stone mosaic tiles with rough stone texture and natural earth tones

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

This seamless 3D texture presents a meticulously detailed mosaic composed of irregularly shaped river stone tiles, each exhibiting a distinctly rough stone surface with natural earth tones ranging from muted browns and warm ochres to subtle grays and soft tans. The base material simulates natural river stone, characterized by a coarse granular composition with visible mineral grains and small fissures that reflect years of weathering and water erosion. The stones are embedded in a minimal grout substrate that closely matches the stones’ coloration, creating an organic, interlocking pattern that enhances the authenticity of the mosaic form. The texture’s surface is matte with a lightly brushed finish, avoiding any polished or glossy appearance to maintain a raw, natural aesthetic.

From a material composition perspective, the mosaic incorporates a stone aggregate substrate bound together by a cementitious adhesive layer that is thinly applied, ensuring the stones remain the primary visual focus. The roughness and porosity of the stones are captured in high fidelity, showing fine cracks, micro-pitting, and subtle variations in surface elevation that contribute to a tactile, weathered look. Color pigments are derived from natural earth minerals, delivering a harmonious palette that replicates real river stones. These physical properties are accurately represented in the PBR workflow through multiple texture maps: the BaseColor (Albedo) captures the nuanced earth tones and natural color variation; the Normal map defines the intricate surface roughness and stone relief; the Roughness map controls the matte, non-reflective quality of the stones; the Metallic map remains near zero to reflect the non-metallic nature of stone; the Ambient Occlusion map enhances the depth in crevices and grout lines; and the Height/Displacement map provides subtle elevation changes for realistic parallax effects.

The texture is rendered at an impressive 8K resolution, ensuring exceptional detail and crispness even at close inspection, making it ideal for use in high-end 3D applications such as Blender, Unreal Engine, and Unity. This resolution supports detailed surface interaction with light, enhancing realism in both real-time and offline rendering scenarios. The seamless tiling property allows for flexible use over large surfaces without visible repetition or seams, which is particularly advantageous for architectural visualizations, game environments, or virtual sets requiring natural stone mosaics.

When integrating this texture, it is recommended to carefully adjust the UV scale to maintain the natural size of the river stones relative to the scene context, avoiding overly large or small tile appearances. Additionally, fine-tuning the roughness map can help match the intended environmental conditions—raising roughness for drier, more weathered appearances or lowering it slightly for damp, freshly washed looks. Combining the height/displacement map with normal mapping can further enhance surface detail by adding subtle depth and parallax effects, contributing to a convincing tactile illusion without excessive geometry.

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.


::contentReference[oaicite:0]{index=0}

AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.