Seamless 3d texture pbr 8k cracked stone weathered stone fractured stone rough stone free download

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

Preview — Seamless 3d texture pbr 8k cracked stone weathered stone fractured stone rough stone

Texture Info

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

This seamless 8K PBR texture presents a highly detailed cracked stone surface, embodying the natural complexity of weathered, fractured, and rough stone formations. The base material is a coarse-grained sedimentary rock, where mineral aggregates such as quartz and feldspar are bound together by a natural cementing matrix. Over time, exposure to environmental factors has induced visible fracturing and erosion, resulting in a porous and uneven substrate with micro-fissures and grainy protrusions. The texture captures these subtle variations in surface height and roughness, simulating the tactile feel of a rugged rock face, stone wall, or boulder surface.

The geometric form is irregular and organic, characterized by interconnected cracks and fractures that create a non-linear, fragmented pattern. This cracked stone structure mimics natural weathering processes, where stress and moisture cause the brittle stone to chip and split. The surface finish is matte and unpolished, emphasizing the roughness and graininess typical of exposed stone. Coloration is predominantly muted greys and earthy browns, with slight variations due to mineral deposits and weathering stains, accurately reflected in the BaseColor (Albedo) map for realistic visual depth.

In terms of PBR channels, the Normal map encodes the intricate depth and relief of cracks and grain, enhancing the three-dimensional illusion of the fractured stone. The Roughness map highlights the uneven surface finish, with higher roughness values on weathered and chipped areas to simulate diffuse reflection and low specularity. The Metallic channel remains near zero, consistent with non-metallic stone materials. Ambient Occlusion enhances shadowing within crevices and fractures, contributing to the perception of depth and solidity. The Height or Displacement map provides precise surface elevation data, useful for parallax or tessellation techniques to achieve convincing surface contouring in 3D rendering.

Designed for seamless tiling, this texture allows for continuous surface coverage without visible repetition, making it suitable for large-scale environments. Its 8K resolution ensures exceptional detail when viewed up close, supporting high-fidelity projects in Blender, Unreal Engine, and Unity. For optimal results, it is advisable to carefully adjust UV scale to balance detail density and tiling appearance, and to fine-tune roughness values depending on lighting conditions and material context. When integrating height information, blending normal and displacement maps can enhance realism without excessive computational cost.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.