This seamless 8K PBR texture depicts breccia, a natural stone characterized by its fractured, angular fragments embedded within a rough, grainy matrix. The base material primarily consists of coarse, irregularly shaped rock fragments—often limestone, chert, or quartz—cemented together by a finer-grained sedimentary binder. This composite structure creates a distinctive geometric form where jagged clasts, varying in size and shape, are tightly packed, producing an intricate mosaic pattern typical of breccia formations. The uneven surface exhibits natural porosity and subtle weathering effects, with micro-cracks and crevices enhancing the tactile roughness and aged appearance of the stone.
The surface finish is raw and unpolished, emphasizing the natural ruggedness of the rockface. Earthy color tones dominate the BaseColor (Albedo) map, featuring warm grays, muted browns, and subtle reddish hues that reflect mineral impurities and oxidation processes within the stone. The Normal map captures the fractured relief and fine grain details, providing depth and realistic light interaction for 3D rendering. Roughness values are calibrated to emphasize the coarse, matte surface, ensuring highlights are diffused rather than glossy, while the Ambient Occlusion map accentuates crevices and shadowed indentations between the clasts. The texture contains no metallic components, so the Metallic channel remains flat, focusing on natural stone reflectivity. Height and Displacement maps are included to simulate the uneven fracture geometry and subtle elevation changes inherent to breccia.
Designed for seamless tiling, this texture can be repeatedly applied without visible seams or distortions, allowing for extensive coverage in geological or architectural visualizations. Its high 8K resolution ensures exceptional detail fidelity, suitable for close-up renders in Blender, Unreal Engine, and Unity, where accurate material representation is essential. The texture’s comprehensive PBR setup supports realistic shading workflows, enabling artists to achieve convincing natural stone surfaces with minimal adjustment.
For optimal results, it is recommended to carefully adjust the UV scale to maintain the natural grain size, avoiding overly large or small repetitions that can break immersion. Additionally, fine-tuning the roughness map can enhance the worn, weathered character of the stone—reducing roughness slightly in raised areas to simulate polished edges caused by erosion. When integrating this texture into scenes with complex lighting, blending height and normal maps can improve surface detail perception, especially in parallax or displacement-enabled shaders, providing a more convincing fractured stone effect.
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.
