The Rough Slate Texture Seamless high resolution up to 8k offers an exceptional representation of natural stone surfaces, crafted to capture the intricate mineral composition and weathered characteristics of genuine slate. This texture highlights the fine-grained, foliated layers typical of slate, where microscopic mineral platelets align to create a subtly uneven but cohesive surface. The base substrate is primarily composed of metamorphic rock minerals such as quartz and mica, which give slate its distinctive dark gray to bluish hues. The surface finish is naturally rough with slight porosity and visible micro-cracks, reflecting years of geological weathering and erosion. Variations in color arise from natural oxide layers and trace mineral pigments, while the texture’s binders and cohesive forces are simulated through the seamless tiling that maintains the stone’s granular and layered appearance without visible seams or repetition.
In terms of physically based rendering (PBR) channels, the BaseColor (Albedo) map conveys the nuanced slate coloration, ranging from deep charcoal to muted blue-gray tones with subtle pigment variations. The Normal map accurately represents the surface’s micro-relief and layered grain orientation, enhancing the perception of roughness and depth. The Roughness channel is finely tuned to replicate the semi-matte, slightly coarse texture of natural slate, balancing reflectivity and diffuse scattering for realistic light interaction. Metallic values remain minimal, consistent with non-metallic stone properties, while the Ambient Occlusion channel emphasizes crevices and fissures, adding depth and shadowing to the material. The Height or Displacement map captures the subtle undulations and stratifications of the stone, enabling enhanced parallax effects in 3D environments.
This texture is optimized for modern 3D pipelines and is available at an impressive 8k resolution, ensuring crisp detail retention even on large UV islands. It integrates seamlessly with popular platforms like Blender, Unity, and Unreal Engine, delivering predictable and repeatable results for archviz, game environments, product mockups, and interior staging. For optimal visual fidelity, it is recommended to maintain consistent texel density across assets and keep UV maps uniform to minimize distortion and pattern stretching. Adjusting the roughness channel slightly can help match lighting conditions and material aging effects, while subtle parallax or displacement tweaks enhance the natural depth perception of the slate surface in real-time 3D previews.
The AI-generated rough slate texture offers a seamless, tileable surface in high resolution up to 8K, providing realistic stone textures ideal for PBR materials with consistent detail and depth.
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.
