This seamless 3D texture wallpaper features an intricate marbled stone effect intricately merged with plaster and stucco finishes, meticulously crafted to deliver a photorealistic surface for architectural visualization and digital environments. The base material simulates a natural marble substrate, characterized by its veined, crystalline structure with subtle variations in color and translucency, layered upon a plaster stucco foundation that exhibits a rough, slightly porous texture typical of traditional lime-based or gypsum-rich wall coatings. The geometric form is predominantly organic and veined, capturing the natural flow and fissures of marble, while the plaster and stucco contribute a subtly uneven, tactile surface with fine aggregates and fiber inclusions that create a sense of depth and weathering.
The composition includes a marble-like stone layer with natural mineral pigments forming the base color (Albedo), showcasing warm off-whites, soft grays, and occasional darker veins. Underlying this is a plaster stucco layer composed of fine aggregates such as sand and small mineral particles bound by lime or gypsum-based adhesives, which introduce mild surface roughness and micro-porosity. The texture’s Normal map emphasizes the veining relief and the plaster’s slight undulations, while the Height/Displacement channel accurately represents the subtle depth variations between polished marble veins and brushed stucco surfaces. Roughness values vary across the material—lower on polished marble areas to simulate a smooth, reflective finish, and higher in stucco regions for a matte, diffuse reflection. The Metallic channel remains near zero, reflecting the non-metallic nature of stone and plaster, while Ambient Occlusion enhances shadowing in crevices and around textured aggregates, adding realism to the overall surface interaction with light.
Rendered at an ultra-high 8K resolution, this PBR texture is optimized for seamless tiling, avoiding visible repetition and making it ideal for expansive wall applications. It is fully compatible with major 3D software and game engines including Blender, Unreal Engine, and Unity, ensuring versatile integration into both real-time and offline render workflows. The seamless nature combined with detailed normal and displacement maps supports advanced shading techniques such as parallax occlusion mapping, enabling enhanced depth perception without the need for excessive geometry.
For practical use, it is recommended to adjust the UV scale to maintain the natural scale of marble veining and plaster grain relative to the intended wall dimensions, preventing distortion or loss of detail. Additionally, fine-tuning the roughness map can help balance the contrast between glossy marble and matte stucco finishes based on lighting conditions, while blending height and normal maps can be employed to achieve a more convincing tactile surface without increasing mesh complexity.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
