The Bluestone Pavers Sawn Finish texture offers a refined representation of natural bluestone, a dense sedimentary rock renowned for its subtle blue-gray coloration and fine-grained mineral structure. This texture captures the essence of finely sawn bluestone slabs, showcasing a premium surface that balances a slightly rough, matte finish with consistent micro-detail. The stone’s composition is characterized by mineral cementation acting as the natural binder, holding together fine mineral aggregates and crystalline patterns visible throughout the texture. Its surface exhibits minimal porosity and delicate tonal variations, reflecting the sawn cutting process that produces crisp, yet gently chamfered edges. Carefully applied oxide layers and natural colorants emphasize the stone’s intrinsic depth and authenticity, creating a realistic substrate that avoids any artificial gloss or polish, making it ideal for architectural stonework and pavers requiring a natural but sophisticated appearance.
In the physically based rendering (PBR) workflow, this seamless bluestone pavers sawn finish texture includes a comprehensive set of maps designed to simulate the stone’s physical attributes with exceptional fidelity. The BaseColor (Albedo) map highlights the nuanced blue-gray hues and mineral flecks inherent to bluestone, while the Normal map enhances the subtle surface relief and sharp edge definition typical of sawn finishes. The Roughness map conveys the moderate matte finish, incorporating slight variations that mimic natural wear and weathering without creating an overly polished look. The Metallic channel remains near zero, reflecting bluestone’s non-metallic mineral nature. Ambient Occlusion adds realistic shading around crevices and joints, increasing depth perception, while the Height/Displacement map captures the minor surface irregularities and edge chamfers, contributing tactile realism in 3D environments. Supporting resolutions up to 8K, this texture ensures intricate micro-detail and structural consistency for both close-up renders and expansive surface applications.
Optimized for seamless integration in modern 3D pipelines, this tileable bluestone pavers sawn finish texture is fully compatible with industry-standard software such as Blender, Unreal Engine, and Unity. The AI-generated texture format enables real-time 3D previews, facilitating rapid iteration and precise material adjustment. For practical use, adjusting the UV scale to match the actual dimensions of bluestone pavers in your scene is recommended to preserve the natural rhythm and prevent visual repetition or distortion. Additionally, fine-tuning the Roughness channel can simulate subtle environmental effects, such as light rain or surface wear, enhancing realism while maintaining the stone’s characteristic matte surface. Combining the Height/Displacement map with Ambient Occlusion further enriches the perception of depth and tactile complexity, making this texture an excellent choice for architectural visualization, environment art, and concept prototyping where authentic stone textures are essential.
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.
