The Fine Basalt Texture Seamless high resolution up to 8k offers an exceptional digital representation of natural basalt stone, crafted with precision to capture the material’s intrinsic characteristics. Basalt, a fine-grained volcanic rock, exhibits a dense crystalline structure composed mainly of plagioclase and pyroxene minerals. This texture reflects the stone's typical dark gray to black hues, subtly interspersed with tiny mineral inclusions that create visual depth and natural variation. The surface finish is matte with a slight roughness, mimicking the weathered, slightly porous basalt that has been exposed to environmental conditions over time. This is conveyed through the texture’s PBR (Physically Based Rendering) channels: the BaseColor/Albedo map reproduces the basalt’s rich, muted tones and subtle speckling; the Normal map enhances the fine grain orientation and micro-surface irregularities; the Roughness map balances the matte finish with controlled highlights; the Metallic channel remains near zero, consistent with basalt’s non-metallic nature; Ambient Occlusion adds realistic shadowing around crevices; and the Height/Displacement map provides subtle surface depth, reinforcing the stone’s tactile quality.
Designed for modern pipelines, this tileable fine basalt texture seamless high resolution up to 8k is optimized for use in a wide array of 3D applications such as Blender, Unreal Engine, and Unity. Its seamless nature ensures perfect tiling across large UV islands without visible repetition or distortion, maintaining clarity and cohesion even at close inspection or on expansive surfaces. This makes it ideal for architectural visualization, environment art, concept prototyping, and quick look development workflows where high fidelity and efficiency are paramount. The texture’s high resolution allows artists and developers to achieve crisp detail on both macro and micro scales, accelerating project timelines while improving the realism of stone surfaces in digital scenes.
When integrating this AI texture fine basalt texture seamless high resolution up to 8k into your projects, it is recommended to maintain consistent texel density across all stone assets and ensure UV maps are uniformly scaled to prevent stretching or pixelation. Adjusting the roughness channel subtly can help achieve the desired surface reflectivity, from slightly weathered matte to a faintly polished finish, depending on the environmental context. Utilizing the height or parallax maps can further enhance realism by simulating depth and relief on flat geometry, adding tactile complexity to your materials. Overall, this seamless fine basalt texture high resolution up to 8k stands as a reliable and versatile asset to enrich any stone texture library with natural authenticity and technical precision.
The fine basalt texture seamless high resolution up to 8k offers detailed stone textures with a seamless fine basalt texture seamless high resolution up to 8k quality that enhances PBR materials and allows for realistic 3D preview applications.
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.
