Seamless 3d texture pbr 8k rough stone mosaic with abstract fragments and earth tones free download

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

Preview — Seamless 3d texture pbr 8k rough stone mosaic with abstract fragments and earth tones

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

This seamless 3D PBR 8K texture depicts a mosaic surface composed of rough stone fragments arranged in an irregular, abstract pattern. The base material consists primarily of natural stone, characterized by coarse aggregate grains embedded within a cementitious substrate, simulating traditional mortar binders. The individual stone fragments exhibit various earth tones ranging from muted browns and ochres to soft grays and warm tans, reflecting mineral inclusions and subtle weathering effects. The mosaic pattern is formed by these unevenly shaped stone pieces, closely fitted but separated by fine tile grout lines that provide structural cohesion and visual separation. The surface relief captures the tactile ruggedness of the stone, with slight porosity and micro-cracks indicative of natural erosion and aging processes.

The texture’s physical properties are carefully translated into PBR channels to achieve photorealism and versatility across rendering engines. The Base Color (Albedo) map accurately preserves the complex coloration of the rough stone and grout, captured under neutral lighting to maintain natural hues without color bias. The Normal map encodes the uneven surface relief and subtle indentations between fragments, enhancing depth perception and light interaction. Roughness is set high overall to reflect the matte finish of weathered stone, with slight variations to differentiate between smoother grout and coarser stone surfaces. The Metallic channel remains near zero, consistent with non-metallic mineral composition. Ambient Occlusion highlights crevices and grout recesses, adding realistic shadowing. Height and Displacement maps define the three-dimensionality of the mosaic, enabling precise surface contouring and parallax effects.

Crafted at an 8K resolution, this texture ensures exceptional detail and sharpness even at close inspection, making it suitable for high-quality architectural visualizations, environmental modeling, gaming assets, and digital artwork. Its seamless design allows for flawless tiling across large surfaces without visible repetition or seams, facilitating efficient UV mapping workflows. Compatibility with Blender, Unreal Engine, and Unity is optimized, allowing straightforward integration and real-time rendering performance.

For practical application, adjusting the UV scale is recommended to match the desired mosaic fragment size relative to the scene context. Additionally, fine-tuning the roughness map in software can help simulate varying levels of surface wear or moisture on the stone. Blending height or parallax maps with normal maps can further enhance the perception of depth and irregularity, especially when viewed at grazing angles or under dynamic lighting conditions.

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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