This seamless 3D texture presents a light chalk stone surface characterized by its porous and rough natural formation. The base material resembles soft sedimentary chalk, composed primarily of microscopic calcite particles that create a fine-grained, earthy substrate. This texture captures the intricate geometry of the stone’s surface, revealing a naturally uneven and grainy pattern with subtle pits and cavities that reflect the porous nature of chalk. The overall form is irregular and organic, lacking any strict geometric tiling, which enhances its realism in architectural and environmental 3D scenes.
The stone’s composition includes a matrix of fine calcite crystals loosely bound together, giving rise to its characteristic softness and lightness. The surface exhibits weathered effects typical of natural chalk, including minor erosion and delicate fissures, adding depth to the rough finish. The color palette consists of pale beige and off-white tones with subtle earthy undertones, simulating natural mineral deposits and slight discolorations caused by environmental exposure. The finish is matte and unpolished, emphasizing the raw and aged appearance of the stone.
In terms of PBR channels, the BaseColor (Albedo) map accurately conveys the chalk’s light coloration with natural variations and subtle speckling. The Normal map enhances the perception of surface irregularities such as pores and fine grain, while the Roughness map reflects the coarse, non-reflective texture of the unpolished stone. Metallic values remain at zero, consistent with the non-metallic nature of chalk, and the Ambient Occlusion map adds realistic shadowing within the crevices and cavities. The Height (Displacement) map further accentuates the depth of the porous surface, enabling convincing parallax effects and surface relief in real-time engines.
Rendered at an impressive 8K resolution, this texture delivers exceptional detail suitable for close-up views and large-scale applications. It is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring seamless integration into physically based rendering workflows. For practical use, it is recommended to carefully adjust the UV scale to maintain the natural scale of the chalk’s porous pattern and to fine-tune the Roughness map to balance between visible surface roughness and subtle light scattering. When employing Height or Parallax mapping, blending with the Normal map can enhance surface realism without causing excessive distortion.
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.
