Seamless 3d texture pbr 8k chalk sedimentary rock porous stone weathered stone rough free download

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

Preview — Seamless 3d texture pbr 8k chalk sedimentary rock porous stone weathered stone rough

Texture Info

IDseamless-3d-texture-pbr-8k-chalk-sedimentary-rock-porous-stone-weathered-stone-rough
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR texture represents a highly detailed chalk sedimentary rock surface characterized by its porous and weathered stone appearance. The base material is primarily composed of fine-grained calcium carbonate, typical of chalk, with microscopic aggregates that create natural irregularities and subtle grain variations. The stone’s porous nature results from its sedimentary origin, where layers of compacted marine organisms and mineral deposits formed a soft yet durable substrate. Over time, weathering processes have introduced fissures, cracks, and erosion patterns that contribute to the rough, tactile surface geometry captured in the texture.

The geometric form of this texture simulates an uneven, cracked stone face with micro-fractures and a slightly rugged, non-uniform topology. The pattern is organic rather than repetitive, featuring random sediment layering and natural erosion marks, making it ideal for replicating rock faces, stone walls, or environmental elements that require an authentic chalk stone look. The surface finish is matte and unpolished, highlighting the dull, chalky white to light gray color spectrum with subtle earthy undertones, reflecting pigment inclusions and impurities within the sediment. This matte finish is well represented in the Roughness channel, ensuring realistic light diffusion and minimal specular highlights.

In terms of PBR channel mapping, the BaseColor (Albedo) texture captures the characteristic off-white hues with subtle color variations caused by mineral deposits and weathering stains. The Normal map emphasizes the porous microstructure and cracked surface details, enhancing the perception of depth and roughness. The Roughness map is tuned to reflect the weathered, matte surface with higher roughness values, avoiding any metallic reflections as the Metallic map remains near zero, consistent with an inorganic, non-metallic stone. Ambient Occlusion accentuates crevices and fissures, providing additional shadowing that enhances the three-dimensional feel, while the Height/Displacement map accurately recreates the tactile surface relief, enabling realistic parallax and displacement effects in rendering engines.

This texture is optimized for use in Blender, Unreal Engine, and Unity, offering seamless tiling that supports extensive large-surface applications without visible repetition or seams. Its 8K resolution ensures exceptional fidelity when viewed up close, making it suitable for architectural visualization, game environments, or high-detail digital art projects requiring authentic chalk rock surfaces. For practical usage, it’s recommended to carefully adjust UV scaling to avoid overly repetitive patterns and to fine-tune roughness values when simulating wet or dry conditions. Additionally, blending height and normal maps can enhance surface depth perception, especially in real-time engines that support parallax occlusion mapping, improving the tactile realism of weathered chalk stone.

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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