The Clean Limestone Texture Seamless high resolution up to 8k presents an impeccably detailed and natural representation of limestone’s fine-grained sedimentary composition. Characterized by a predominantly calcite mineral base, this texture captures the subtle variations in grain orientation and porosity that define clean limestone surfaces. The material appears with a slightly weathered yet polished finish, reflecting its natural formation processes where mineral impurities and micro-fractures subtly influence color and surface roughness. This limestone texture’s neutral beige and off-white pigments derive from calcium carbonate with faint iron oxide inclusions, offering a versatile palette ideal for architectural visualizations and 3D environments.
In physical-based rendering (PBR) workflows, this tileable clean limestone texture seamless high resolution up to 8k excels across multiple channels. Its BaseColor/Albedo map accurately conveys the stone’s subtle tonal shifts and organic hue variations, while the Normal map emphasizes micro-relief features such as fine grain and slight undulations inherent to limestone surfaces. The Roughness channel balances smooth, polished areas with naturally rough patches, avoiding artificial uniformity. The Metallic map remains minimal, reflecting the non-metallic nature of limestone, while Ambient Occlusion enhances depth perception around grain boundaries and crevices. Height/Displacement maps provide realistic surface elevation cues, ideal for parallax effects in real-time engines.
This seamless clean limestone texture high resolution up to 8k is optimized for seamless tiling, ensuring no visible seams occur when scaled across large surfaces. Its high resolution—up to 8192x8192 pixels—delivers exceptional clarity, making it especially suitable for cinematic renders, architectural level dressing, and detailed material studies. Whether integrated into Blender, Unity, or Unreal Engine, this stone texture guarantees predictable, repeatable results that maintain visual fidelity across real-time and offline workflows. For best outcomes, it is recommended to maintain consistent texel density and uniform UV mapping to prevent stretching and preserve pattern integrity, while fine-tuning the roughness values to suit specific lighting conditions enhances realism in different scene environments.
The AI-generated clean limestone texture seamless high resolution up to 8k offers detailed stone textures with a realistic PBR appearance, enabling a 3D preview for precise material composition and seamless integration.
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.
