The basalt dark fine grain honed texture is a meticulously crafted, high-quality material designed to authentically replicate the natural characteristics of dense basalt stone. Basalt, a volcanic igneous rock primarily composed of plagioclase and pyroxene minerals, forms the underlying substrate, characterized by tightly packed fine grains that contribute to its exceptional durability and subtle textural complexity. This texture features a finely honed surface finish that achieves a smooth yet tactile feel, balancing a matte appearance with soft, natural reflections. The dark coloration arises from iron and magnesium-rich mineral pigments inherent in the stone, producing a rich charcoal tone with nuanced variations that add depth and realism across large surfaces. The minimal porosity and natural weathering effects enhance the subtle grain orientation and micro-roughness, resulting in a seamless basalt dark fine grain honed texture that scales elegantly without visible seams or distracting repetition.
This ai texture basalt dark fine grain honed comes complete with a comprehensive PBR map set optimized for physically based rendering workflows. The BaseColor/Albedo channel accurately conveys the stone’s natural dark hues and fine pigment variations, while the Normal map simulates the gentle relief of the fine grains and honed undulations, enhancing the surface’s tactile realism and perceived depth. The Roughness map carefully balances the semi-matte finish, controlling light scattering to avoid overly glossy or flat appearances, which maintains the authentic honed stone look. Reflectivity is minimal, reflected in the Metallic channel consistent with the non-metallic nature of basalt. Ambient Occlusion adds subtle shadowing within micro-crevices, emphasizing the texture’s natural contours, while the Height/Displacement map supports advanced parallax or true geometry displacement effects, highlighting the fine-grained topography in 3D environments.
Offered at an impressive resolution of up to 8K, this seamless basalt dark fine grain honed texture is fully tileable and optimized for flawless application across extensive architectural or environmental surfaces. It integrates seamlessly with popular 3D software platforms such as Blender, Unreal Engine, and Unity, ensuring compatibility for both real-time and offline rendering pipelines. For optimal results, it is recommended to adjust the UV scale carefully to align with the fine grain detail—scaling too large can diminish the subtle textures, while scaling too small may introduce visible repetition artifacts. Additionally, tuning the Roughness map allows precise control over the polished effect, achieving a natural balance that enhances the honed surface’s tactile authenticity without compromising realism. This texture’s detailed 3D preview capability makes it ideal for anyone seeking high-fidelity stone textures in digital visualization or game asset creation.
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.
