Seamless 3d texture pbr 8k andesite igneous rock rough stone fractured stone natural free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k andesite igneous rock rough stone fractured stone natural

Texture Info

IDseamless-3d-texture-pbr-8k-andesite-igneous-rock-rough-stone-fractured-stone-natural
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This high-resolution 8K seamless PBR texture showcases andesite, a fine-grained igneous rock formed from the rapid cooling of volcanic lava. The material is predominantly composed of plagioclase feldspar and amphibole minerals, which combine to produce its characteristic medium-gray to dark-gray coloration with subtle variations in hue. The texture reveals a rough, fractured stone surface marked by irregular grain patterns and naturally occurring micro-fissures, reflecting the rock’s crystalline structure and geological formation processes. The underlying substrate is a dense, solid matrix with moderate porosity, where tiny voids and weathering effects contribute to its realistic aged appearance.

From a geometric perspective, the texture exhibits a rugged, uneven form that mimics fractured stone faces and boulder surfaces. The pattern is non-repetitive and organically distributed, featuring angular fractures and grainy aggregates embedded within the matrix. These form a natural tessellation ideal for seamless tiling on large surfaces such as rock walls or cliff faces without visible seams. The surface finish is matte and rough, with no polished or glossy elements, emphasizing the raw, unrefined character of the stone. Weathering is subtly captured through variations in roughness and ambient occlusion, highlighting crevices and depth within the fractured planes.

In terms of PBR channels, the texture’s BaseColor (Albedo) map accurately represents the natural gray tones with slight color variation due to mineral inclusions. The Normal map provides fine detail on the grain and fracture edges, enhancing the tactile feel of the surface geometry under dynamic lighting. The Roughness map controls the matte, non-reflective quality of the stone, simulating the coarse texture and diffuse light scattering typical of weathered andesite. The Metallic channel remains near zero, as the rock is non-metallic by nature. Ambient Occlusion intensifies shadowing in crevices and fractures, adding dimensionality, while the Height/Displacement map offers subtle depth variations to simulate the rugged relief of the rock face in 3D environments.

This texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility and high fidelity across various rendering pipelines. For practical application, adjusting the UV scale to a slightly larger size can prevent overly repetitive patterns on expansive surfaces. Additionally, fine-tuning the Roughness map allows you to simulate different weathering states, from fresher rock to more eroded stone. Combining the Height map with Normal map blending can also enhance the perception of depth without heavy geometry displacement, balancing performance and realism effectively.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

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