The gneiss banded metamorphic texture authentically captures the intricate natural composition of this durable stone, renowned for its distinctive mineral layers and foliated grain orientation. Formed under intense heat and pressure deep within the Earth's crust, gneiss exhibits alternating bands of quartz, feldspar, and mica minerals, creating its signature striped pattern. This texture replicates the complex interplay of these mineral aggregates, highlighting subtle variations in porosity and weathering that contribute to an authentic, tactile stone surface. The finish balances a slightly polished sheen with naturally rugged, coarse areas, emphasizing the metamorphic rock’s unique textural depth and mineral stratification. Earthy colorants derived from mineral pigments and oxide layers produce a harmonious palette of warm grays, muted browns, and occasional flecks of white and black, all meticulously rendered in the BaseColor/Albedo map for lifelike coloration and variation.
This seamless gneiss banded metamorphic texture is expertly crafted for physically based rendering workflows, featuring a full PBR set that includes BaseColor/Albedo, Normal, Roughness, Metallic, Ambient Occlusion, and Height/Displacement maps. The Normal map intricately captures the stone’s foliated grain orientation and micro-surface details, enhancing the perception of depth and relief. Roughness values are carefully varied across the alternating mineral bands to simulate the interplay between polished and weathered surfaces, while the Metallic channel remains minimal, accurately reflecting gneiss’s non-metallic, earthy nature. Ambient Occlusion subtly accentuates crevices and separations between layers, adding realistic shadowing and light interaction. The Height/Displacement map delivers precise surface undulations that enhance tactile dimensionality, ideal for close-up views and detailed renders. Rendered at up to 8K resolution, this tileable gneiss banded metamorphic AI texture ensures exceptional detail retention across large surfaces without visible repetition, preserving consistent natural banding and mineral patterns throughout.
Designed for seamless integration into popular 3D software such as Blender, Unreal Engine, and Unity, this stone texture provides a versatile solution for architectural visualization, game environments, and interior staging projects demanding authentic natural stone aesthetics. To optimize realism, it is recommended to adjust the UV scale carefully to align the banded pattern proportionally with your scene’s dimensions, preventing distortion or unnatural scaling of the foliated layers. Additionally, fine-tuning the roughness and height map intensities allows customization of the stone’s reflective qualities and surface relief, adapting the texture to specific lighting conditions and project requirements. Whether applied to expansive rocky terrains or detailed interior stone surfaces, this seamless gneiss banded metamorphic texture delivers professional-grade material fidelity, elevating your 3D visualizations with consistent, high-resolution detail and a true-to-life 3D preview experience.
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.
