This dirty basalt texture seamless high resolution up to 8ktexture authentically captures the raw and intricate nature of basalt stone, a dense, fine-grained igneous rock formed from volcanic lava flows. Its base substrate is predominantly composed of dark gray to nearly black volcanic minerals, interspersed with subtle earthy brown and muted greenish dirt deposits that lend a weathered, natural appearance. The surface finish is slightly rough and unpolished, exhibiting signs of natural oxidation, fine micro-fissures, and erosion effects that enhance a tactile, realistic feel. These geological characteristics are carefully represented in the BaseColor/Albedo map, which conveys the stone’s organic pigmentation and aged patina, while the Normal and Height/Displacement maps highlight micro-detail such as porous textures, layered grain orientations, and subtle surface relief that emphasize depth and ruggedness.
Designed for seamless tiling and optimized at up to 8k resolution, this AI texture dirty basalt texture seamless high resolution up to 8k includes comprehensive PBR channels to ensure photorealistic rendering across multiple platforms. The Roughness map captures varying surface conditions, from smooth mineral facets to rough, weather-beaten patches, while the Metallic channel remains minimal, accurately reflecting the stone’s non-metallic igneous composition. Ambient Occlusion enhances natural shadowing within crevices and pores, adding spatial depth and cohesion across large UV islands without visible seams or distortion. This tileable dirty basalt texture seamless high resolution up to 8k is fully compatible with Blender, Unreal Engine, and Unity, enabling seamless integration and real-time 3D preview for diverse projects that demand both visual fidelity and workflow efficiency.
To maximize the material’s natural look and performance, adjusting the UV scale is recommended to preserve the intricate micro-detail and prevent blurring on expansive surfaces. Additionally, fine-tuning roughness values can help achieve a more grounded, realistic finish depending on lighting conditions, while subtle height or displacement map adjustments contribute to enhanced spatial depth and tactile realism. This extensive set of maps supports artists and designers in creating authentic stone textures that maintain consistent behavior and high resolution across various 3D applications, making this seamless dirty basalt texture seamless high resolution up to 8k an ideal choice for architectural visualization, environment design, and advanced rendering workflows.
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.
