The polished basalt texture seamless high resolution up to 8k is a meticulously crafted stone surface representation designed for advanced 3D material workflows. Basalt, a fine-grained volcanic igneous rock primarily composed of plagioclase and pyroxene minerals, forms the base substrate of this texture. Its dense, crystalline structure results in low porosity and a naturally dark, muted color palette ranging from deep charcoal to subtle blue-gray hues. The polished finish imparts a smooth, reflective surface that highlights the stone’s intrinsic crystalline details while softening surface irregularities. This texture’s composition suggests minimal weathering and erosion, preserving the basalt’s natural gloss and fine grain orientation. The seamless tileability ensures consistent repetition without visible borders, making it ideal for large UV islands commonly found in architectural visualizations and environment art.
In physically based rendering (PBR) workflows, this polished basalt texture seamless high resolution up to 8k excels by accurately mapping material properties across multiple channels. The BaseColor or Albedo channel captures the nuanced dark-gray tones interspersed with subtle mineral flecks, providing a rich, natural stone appearance. The Normal map conveys the finely polished surface undulations and crystalline grain, adding tactile depth without overwhelming the smooth finish. Roughness is finely tuned to reflect the polished state, presenting a low roughness value that simulates reflective highlights and soft light diffusion. The Metallic channel remains near zero, consistent with non-metallic stone materials. Ambient Occlusion enhances the micro-shadowing within the basalt’s natural fissures and grain boundaries, lending realism and depth to the surface. Finally, the Height or Displacement map contains subtle elevation differences that can be employed in parallax or displacement shading to accentuate surface breakup without disrupting the polished aesthetic.
Engineered for seamless integration into modern pipelines, this tileable polished basalt texture seamless high resolution up to 8k supports popular platforms such as Blender, Unreal Engine, and Unity. Its high resolution, reaching up to 8k, guarantees exceptional clarity and detail even on expansive surfaces, making it suitable for real-time scenes, cinematic renders, level dressing, and detailed material studies. The texture is provided in versatile formats including PNG and WEBP, facilitating efficient workflows and easy implementation. A practical tip for optimal usage is to carefully adjust the UV scale to maintain natural grain size and avoid artificial repetition, while subtly tuning the roughness channel to balance between polished reflectivity and realistic surface variation. Combining this texture with light normal passes or ambient occlusion layers can further enhance subtle surface breakup without compromising the smooth polished finish. This robust AI-generated stone texture is a valuable addition to any material library, enabling faster iteration and consistent, predictable results in diverse 3D projects.
The ai texture polished basalt texture seamless high resolution up to 8k offers a polished basalt texture seamless high resolution up to 8k that enhances stone textures with a realistic 3D preview and precise PBR appearance.
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.
