Seamless 3d texture pbr 8k onyx fissures with onyx rough surface and natural mineral veins free download

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

Preview — Seamless 3d texture pbr 8k onyx fissures with onyx rough surface and natural mineral veins

IDseamless-3d-texture-pbr-8k-onyx-fissures-with-onyx-rough-surface-and-natural-mineral-veins
Onyx
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR 8K texture captures the distinctive characteristics of onyx stone, emphasizing its natural fissures and rough surface texture. Onyx, a form of sedimentary chalcedony, features an intricate pattern of mineral veins that traverse its coarse grain structure, creating a visually rich and earthy-toned surface. The base material is essentially a fine crystalline quartz substrate, with silica acting as the main binder, holding together layers of microcrystalline aggregates. This natural composition results in a semi-translucent stone with visible stratifications and subtle variations in opacity and color, ranging from warm beige and brown hues to deeper earthy tones. The texture’s fissures and mineral veins reveal the geological processes of sedimentation and weathering, adding depth and authenticity to the material’s form.

The geometric form of this texture is defined by irregular, organically shaped fissures and vein patterns, which are characteristic of onyx’s natural formation. The surface finish is intentionally rough and raw, reflecting the unpolished state of natural onyx stone exposed to erosion and environmental aging. This coarse grain finish enhances tactile realism, with subtle porosity and micro-cracks that contribute to light scattering and shadowing effects. The mineral veins, composed primarily of calcite or other secondary mineral deposits, provide contrasting linear details that break up the base color and introduce a natural variability essential for high-fidelity rendering. These veins and fissures are captured in the height and normal maps, giving a pronounced three-dimensional relief that reacts accurately to lighting conditions.

In the PBR workflow, the BaseColor (Albedo) map represents the warm, earthy tones and natural mineral coloration of the onyx, without baked-in shadows to ensure versatility under varying lighting. The Normal map encodes the fine roughness and fissure details, enhancing the perception of depth and texture. The Roughness channel reflects the raw, unpolished surface, with moderate to high roughness values that simulate the stone’s matte finish and diffuse reflection. The Metallic map remains at zero, as onyx is a non-metallic mineral. Ambient Occlusion accentuates the crevices and fissures, adding realistic shadowing to the stone’s natural indentations. The Height or Displacement map provides additional geometric detail to enhance parallax effects in real-time engines or displacement in offline renders.

Designed for compatibility and ease of use, this 8K resolution texture is optimized for seamless tiling, making it suitable for large-scale architectural visualizations, environmental effects, and game asset materials in Blender, Unreal Engine, and Unity. To achieve the best visual results, it is recommended to adjust UV scaling carefully to avoid repetition artifacts and to fine-tune roughness values according to scene lighting and desired surface reflectivity. Additionally, blending height and normal maps can help create more nuanced surface relief, especially when simulating light interaction on the fissures and coarse grains, enhancing realism without heavy 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.


AITEXTURED Tools

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