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

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

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

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

This seamless 3D texture showcases a meticulously crafted mosaic of natural stone tiles, each exhibiting a rough finish that highlights the raw, unpolished quality of the material. The tiles are arranged in a geometric grid pattern, reminiscent of traditional stone mosaics, with slight variations in size and shape to emphasize authenticity. The base material is composed of natural sedimentary stone, featuring a grainy, porous surface indicative of weathered outdoor stonework. The substrate reflects typical mineral inclusions and subtle veining, while the grout filling the spaces between tiles exhibits a textured, slightly recessed profile, simulating aged cement or lime-based mortar that binds the mosaic together.

From a material science perspective, the stone tiles’ composition includes a mixture of silicate minerals and fine aggregates, combined with natural binders that give the surface a tactile roughness. The rough finish is achieved through a combination of natural weathering and mechanical abrasion, which is accurately represented in the roughness map of the PBR set. This ensures realistic light scattering and diffuse reflection, avoiding overly smooth or artificial highlights. The texture’s BaseColor channel captures the earthy tones of the natural stone, ranging from muted grays and tans to subtle ochres, enhanced by mineral pigmentation and slight discolorations typical of outdoor exposure.

The PBR workflow is comprehensively mapped with high fidelity to simulate real-world surface interactions: the Normal map conveys the intricate grain and chipped edges of the stone tiles, creating depth and detail at micro and macro levels; the Roughness map emphasizes the unpolished, matte finish of the stone and the slightly coarser texture of the grout; the Metallic channel remains minimal or zero to reflect the non-metallic nature of the stone; Ambient Occlusion enhances the shadowing within tile joints and surface imperfections, adding realism in ambient lighting; Height/Displacement maps provide subtle relief for enhanced parallax effects, allowing the surface to react dynamically under different viewing angles and lighting conditions.

Rendered at an 8K resolution, this texture enables exceptional detail suitable for close-up architectural visualization, game environments, or high-end 3D modeling in software like Blender, Unreal Engine, and Unity. Its seamless design allows for effortless tiling over large surfaces without visible seams or pattern repetition. For optimal results, it is recommended to adjust the UV scale to match real-world tile dimensions and to fine-tune the roughness parameter depending on the lighting conditions of the scene. Blending Height and Normal maps can further enhance the perceived depth, especially in interactive or real-time applications where parallax occlusion mapping is supported.

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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