Discover the Rough Basalt Texture Seamless high resolution up to 8k, a meticulously crafted AI-generated texture designed for realistic stone surfaces. This texture captures the intrinsic composition of basalt, a volcanic igneous rock characterized by its dense, fine-grained mineral substrate primarily composed of plagioclase and pyroxene crystals. The surface exhibits natural porosity and subtle weathering effects, reflecting basalt’s rugged and durable nature. Its color palette ranges from deep charcoal grays to muted earth tones, enhanced by oxide layers that add variation and depth, while the rough surface finish mimics an unpolished, natural stone appearance. The texture’s seamless tileability ensures that the pattern scales elegantly across large surfaces without visible repetition, maintaining structural consistency essential for credible 3D renders and material realism.
In terms of PBR channels, this rough basalt texture excels in conveying material authenticity: the BaseColor/Albedo channel portrays the nuanced dark gray hues with sporadic lighter mineral flecks, while the Normal map accentuates fine micro-details such as grain orientation and subtle surface imperfections, enhancing light interaction and depth perception. The Roughness map defines the stone’s matte, non-reflective finish, preventing unnatural glossiness and preserving the tactile roughness typical of basalt. The Metallic channel remains minimal or null, reflecting basalt’s non-metallic nature, whereas the Ambient Occlusion map adds soft shadows to crevices and pores, improving spatial depth. Height and Displacement maps provide realistic surface undulations and weathered erosion effects, ideal for parallax or tessellation workflows.
With resolutions up to 8k, this tileable rough basalt texture seamless high resolution up to 8k texture is optimized for high-end visualization pipelines and works flawlessly out-of-the-box with Blender, Unreal Engine, and Unity. It supports efficient iteration cycles in archviz, game environments, product mockups, and interior staging by delivering crisp detail even on expansive surfaces. For best results, maintain consistent UV scale across your assets to ensure uniform texel density and avoid distortion. Additionally, fine-tuning roughness values can help adapt the texture’s surface response for different lighting conditions, from matte stone walls to slightly weathered exterior cladding.
This AI-generated rough basalt texture offers a seamless, high-resolution up to 8k appearance with detailed stone textures and a realistic 3D preview for accurate PBR material representation.
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.
