Seamless 3d texture pbr 8k stone pebbles mosaic with natural stone and rough finish free download

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

Preview — Seamless 3d texture pbr 8k stone pebbles mosaic with natural stone and rough finish

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

This seamless 3D texture represents a meticulously crafted mosaic surface comprised of irregularly shaped natural stone pebbles embedded within a durable substrate. The base material mimics a cementitious binder that securely holds the stones in place, simulating realistic grout with subtle color variations designed to replicate mineral deposits and weathering effects. The pebbles themselves exhibit a rough finish with visible micro-fissures and uneven surfaces typical of natural river or quarry stones, enhancing tactile realism. Their geometry forms an organic, interlocking pattern without obvious repetition, emphasizing the mosaic’s naturalistic arrangement and irregular pebble sizes, creating a visually complex and authentic stone floor or wall covering.

In terms of composition, the texture simulates a composite of mineral aggregates—the pebbles—set in a slightly porous, sand-infused cement grout that allows for minor surface imperfections and natural aging. The grout features textured coloring with subtle pigment variations ranging from gray to earthy beige, lending the mosaic depth and nuance. The surface finish is matte with a distinctly rough feel, avoiding glossiness to maintain authenticity. This roughness is critical for emphasizing the tactile quality of both the stones and grout. The texture’s porosity and weathering are subtly conveyed through micro-height variations and ambient occlusion effects, lending shadows and depth where stones meet grout and where pebbles overlap or are slightly recessed.

Technically, this texture harnesses physically based rendering (PBR) principles to deliver highly accurate material representation. The BaseColor (Albedo) channel captures the nuanced pigmentation of both stone and grout, balancing natural earth tones. The Normal map conveys the intricate relief of each pebble’s rough surface and the grout’s textured fill, enhancing light interaction and shadow detail. Roughness maps emphasize the coarse finish of the stones and the slightly softer, granular texture of the grout, while the Metallic channel remains minimal or zero, as these natural materials are non-metallic. Ambient Occlusion enriches the crevices and gaps between pebbles, intensifying depth perception. Height or Displacement maps provide subtle relief that can be leveraged in rendering engines to enhance realism without excessive geometry.

This 8K resolution texture is optimized for seamless tiling, ensuring no visible edges or repetition artifacts when applied across large surfaces. It is compatible and ready for integration within Blender, Unreal Engine, and Unity, supporting advanced shader workflows for architectural visualization, game environments, and cinematic scenes. For best results, it is advisable to adjust UV scaling to maintain pebble size consistency relative to the scene scale. Additionally, fine-tuning the roughness channel can help achieve the desired balance between matte and slightly weathered surfaces, while blending height and normal maps can produce enhanced surface depth without compromising performance.

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.