Seamless 3d texture pbr 8k smalti glass mosaic tiles with colorful smalti pieces and glossy finish free download

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

Preview — Seamless 3d texture pbr 8k smalti glass mosaic tiles with colorful smalti pieces and glossy finish

IDseamless-3d-texture-pbr-8k-smalti-glass-mosaic-tiles-with-colorful-smalti-pieces-and-glossy-finish
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features a meticulously crafted mosaic composed of smalti glass tiles, each tile formed from myriad colorful smalti pieces embedded within a smooth grout substrate. Smalti glass, a traditional opaque glass material known for its vibrant pigmentation and reflective qualities, serves as the primary component. The individual mosaic pieces exhibit irregular but tightly packed polygonal shapes, creating a complex tessellated pattern that mimics handcrafted artisanal mosaics. The base substrate is a fine cementitious or resin-based binder, providing structural integrity while maintaining minimal porosity to prevent moisture ingress and weathering over time. This foundation supports the smalti pieces, which are composed of finely ground silica and metal oxides, fused to achieve vivid, saturated colors ranging from deep blues and reds to bright yellows and greens.

The surface finish is highly polished and glossy, emphasizing the luminous, reflective nature of the smalti glass. This glossiness captures environmental lighting with specular highlights and subtle translucency effects, while the smalti’s slight internal grain and texture impart depth and realism. The grout lines between tiles are narrow and subdued, rendered in a soft neutral tone that contrasts gently without overpowering the colorful glass elements, enhancing the overall visual cohesion of the mosaic form. The texture’s 3D normal and height maps effectively simulate the slight elevation differences and beveled edges of each smalti piece, contributing to photorealistic shadowing and light interplay, which is essential for accurate PBR shading workflows.

In terms of PBR channels, the BaseColor (Albedo) map conveys the vivid, varied pigments of the smalti pieces and the subtle grout hues. The Normal map captures the microgeometry of tile edges and surface imperfections, lending a tactile sense of unevenness and handcrafted detail. The Roughness map is finely balanced to produce a glossy finish with moderate specular reflections, avoiding overly mirror-like reflections while maintaining glass authenticity. The Metallic channel is generally set to minimal values, as the material is non-metallic glass with some embedded mineral inclusions, while the Ambient Occlusion map enhances crevices between tiles, adding depth to the pattern. Height or Displacement maps emphasize the subtle relief of the mosaic surface, simulating the physical layering of glass pieces over grout.

Rendered at an exceptionally high 8K resolution, this texture is optimized for seamless tiling, ensuring that patterns repeat without visible seams or disruptions. It is fully compatible with major 3D software and game engines such as Blender, Unreal Engine, and Unity, supporting physically based rendering workflows for both real-time and offline applications. When using this texture, it is advisable to carefully adjust the UV scale to match the intended physical tile size in your scene to maintain realistic proportions. Additionally, fine-tuning the roughness values can help achieve desired reflectivity under different lighting conditions, while blending height and normal maps can enrich surface detail without excessive computational cost.

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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