This seamless 8K PBR 3D texture authentically represents the complex surface of basalt, a dense igneous rock formed from rapidly cooled lava. The material’s base composition consists primarily of fine-grained volcanic minerals such as plagioclase and pyroxene, embedded in a compact, grainy matrix. The texture captures the natural roughness and subtle variations in porosity, reflecting the irregular distribution of vesicles and micro-fractures formed during solidification and subsequent weathering. Its surface exhibits a rugged, uneven geometry reminiscent of fractured boulder faces or exposed stone walls, with a granular structure that emphasizes the rock’s natural crystalline form and mineral inclusions.
The PBR workflow channels are meticulously mapped to mirror basalt’s physical and optical properties. The BaseColor (Albedo) map presents a dark, muted palette dominated by charcoal and deep gray hues interspersed with occasional lighter mineral flecks, conveying basalt’s characteristic coloration without artificial saturation. The Normal and Height maps work in tandem to recreate the tactile roughness and subtle depth variations, enhancing the perception of the porous, grainy surface and small-scale fissures. Roughness values are calibrated to a predominantly matte finish, simulating basalt’s naturally coarse texture, while the Metallic channel is effectively null, as basalt is a non-metallic stone. Ambient Occlusion accentuates crevices and shadowed recesses, contributing to a realistic volumetric feel and emphasizing the weathered rock’s form.
This texture is fully optimized for high-fidelity applications in Blender, Unreal Engine, and Unity, supporting detailed close-ups and large-scale tiling without visible seams or repetition artifacts. The 8K resolution ensures exceptional clarity, capturing the nuanced interplay of light and shadow on the stone’s uneven surface. Its seamless design facilitates flexible UV mapping, making it ideal for architectural visualizations, geological simulations, or natural environment modeling that requires authentic basalt rock materials.
For best results, consider adjusting the UV scale to balance detail density relative to the mesh size, ensuring the texture’s graininess remains realistic. Fine-tuning the roughness map can help simulate varying weathering stages, from freshly exposed rock to more eroded surfaces. Additionally, blending the height map with parallax or normal maps can enhance depth perception on low-poly models, adding dimensionality without compromising performance.
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.
