The Natural Basalt Texture Seamless high resolution up to 8k captures the intrinsic qualities of basalt rock, a dense volcanic stone composed primarily of fine-grained minerals such as plagioclase and pyroxene. This texture reflects the characteristic dark gray to black coloration of basalt, with subtle variations caused by microscopic mineral inclusions and natural weathering patterns. The surface finish is matte with a slight roughness, typical of unpolished basalt, exhibiting minimal porosity and a compact grain structure that contributes to its durability. The texture’s seamless tileability ensures a uniform appearance across large UV islands, making it ideal for architectural visualization, game environments, and interior staging where realistic stone surfaces are paramount.
In physically based rendering (PBR) workflows, the base color or albedo channel accurately represents the natural basalt’s muted, earthy tones with slight tonal shifts that mimic mineral deposits and oxidation layers. The normal map conveys the fine grain orientation and subtle surface irregularities, enhancing the perception of depth and tactile roughness without excessive bumpiness. Roughness maps embody the stone’s inherent matte finish, balancing light diffusion to avoid unnatural glossiness while supporting believable weathering effects. The metallic channel is typically flat, reflecting basalt’s non-metallic composition, while ambient occlusion adds shadow depth around grain boundaries and crevices, grounding the texture in realistic light interaction. Height or displacement maps emphasize micro-relief and surface undulations, crucial for adding physical depth in high-detail renders.
This tileable natural basalt texture seamless high resolution up to 8k is optimized for integration into modern pipelines, compatible with Blender, Unity, and Unreal Engine, ensuring predictable and repeatable results when applied to 3D models. Its high resolution allows for close-up inspection without loss of detail, suitable for product mockups and large-scale archviz projects. For the best outcome, it is recommended to maintain consistent texel density across assets and adjust UV scaling carefully to prevent stretching or repetition artifacts. Additionally, fine-tuning the roughness channel can help replicate different surface finishes, from slightly worn to freshly quarried basalt, enhancing realism in diverse environmental contexts.
This AI-generated natural basalt texture offers a seamless, high resolution up to 8K quality with detailed stone textures and a realistic PBR appearance, ideal for 3D preview and material 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.
