Seamless 3d texture pbr 8k chiseled gneiss stone surface for detailed architectural elements free download

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

Preview — Seamless 3d texture pbr 8k chiseled gneiss stone surface for detailed architectural elements

Texture Info

IDseamless-3d-texture-pbr-8k-chiseled-gneiss-stone-surface-for-detailed-architectural-elements
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture represents a high-resolution, photorealistic depiction of chiseled gneiss stone, crafted specifically for detailed architectural elements such as stone slabs and bricks. Gneiss is a metamorphic rock known for its distinctive foliated grain, composed primarily of quartz, feldspar, and mica minerals. The texture captures the intrinsic complexity of this natural stone, including its layered mineral grains, subtle color variations, and rugged surface fractures. The base material exhibits a dense, solid substrate typical of gneiss, with fine interlocking crystals forming a durable and weather-resistant surface. The stone fragments and rough edges reflect natural erosion processes as well as deliberate chisel work, lending authenticity to surfaces requiring a worn yet structured appearance.

From a geometric perspective, the texture organizes into a pattern resembling tightly fitted stone slabs and bricks, each piece separated by fine cracks and fissures that simulate mortar joints or natural separations. The chiseled details are emphasized through normal and height maps, which accurately reproduce carved grooves, chipped edges, and subtle indentations. The surface finish can be described as rough and matte, with minimal specularity, highlighting the tactile nature of chiseled stone rather than polished or glazed variants. Colorants appear as muted earth tones—grays, browns, and slight reddish hues—that correspond to typical gneiss coloration, created through mineral composition rather than artificial pigmentation. Porosity is low, but small micro-cracks and grain variations introduce realistic ambient occlusion effects, enhancing depth perception under different lighting conditions.

Technically, this texture is designed with physically based rendering (PBR) workflows in mind, offering separate high-definition maps including BaseColor for accurate diffuse color representation, Normal for detailed surface relief, Roughness to control microsurface reflectivity, Metallic which remains near zero to reflect the stone's non-metallic nature, Ambient Occlusion for shadowing in crevices, and Height/Displacement for geometric depth and parallax effects. The 8K resolution ensures extreme detail fidelity, making it ideal for close-up architectural visualization, game asset texturing, and rendering within modern engines. It is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, supporting seamless tileability without visible repetition or seams.

For practical application, it is recommended to carefully adjust the UV scale to balance detail density against performance demands, especially when used in large-scale environments. Fine-tuning the roughness map can help simulate different weathering stages or surface wear, while blending height and normal maps can enhance the perception of depth without excessively increasing polygon count. This approach yields a realistic, tactile stone surface that responds naturally to lighting and camera angles, making it a versatile choice for projects requiring authentic chiseled stone finishes.

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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