This seamless 3D texture presents a detailed andesite surface characterized by its dark, rough volcanic stone appearance, rendered at an impressive 8K resolution. Andesite, an extrusive igneous rock, forms as a dense, fine-grained substrate composed primarily of plagioclase feldspar and volcanic glass, interspersed with mineral aggregates such as amphibole and pyroxene. The texture reflects this complex composition through subtle variations in grain size and mineral distribution, producing a natural, coarse rockface pattern that is both rugged and irregular. Its overall form is non-uniform, with natural fissures and weathered crevices shaping the stone’s surface morphology, creating a realistic volcanic rock impression perfect for geological and natural environment simulations.
The material’s surface finish is inherently rough and unpolished, emphasizing the tactile qualities of volcanic stone exposed to natural weathering processes. This texture captures the matte, grainy feel of andesite’s oxidized and porous exterior, where fine particulate aggregates contribute to subtle variations in color and micro-geometry. Dark gray to nearly black pigments dominate the base coloration, with muted earthy undertones that replicate mineral inclusions and subtle iron oxide staining. These elements are mapped precisely across the PBR channels: the BaseColor (Albedo) channel conveys the natural dark tones and mineral speckling, while the Normal map defines the intricate micro-relief of roughness and fissures. The Roughness map highlights the uneven, matte surface quality without any metallic reflection, as volcanic rocks lack metallic properties, resulting in a zero value on the Metallic channel. Ambient Occlusion enhances the depth perception within cracks and crevices, and the Height/Displacement map provides additional realism by simulating surface elevation changes, crucial for close-up renders.
Optimized for physically based rendering workflows, this seamless andesite texture integrates seamlessly with major 3D engines such as Blender, Unreal Engine, and Unity. Its tileable design ensures that large surfaces can be covered without visible repetition or seams, making it suitable for rockfaces, cliffs, and volcanic terrain backgrounds. The high 8K resolution allows for close inspection in detailed shots without loss of clarity, preserving the natural granularity and subtle color gradations essential for authentic volcanic stone representation.
For practical application, it is recommended to fine-tune the UV scale to prevent excessive stretching, which can distort the natural grain pattern and reduce realism. Adjusting the Roughness map intensity can help customize the surface’s tactile feel—from slightly smoother to highly abrasive—depending on the environmental context. When working with height or parallax mapping, subtle blending with the Normal map enhances depth cues without introducing harsh artificial edges, maintaining the organic quality of the volcanic stone surface. This texture provides a reliable base for any project requiring detailed, dark, and rugged volcanic stone materials with accurate physical properties and visual fidelity.
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.
