This seamless 3D texture presents a high-resolution 8K photorealistic crystalized feldspar stone surface, characterized by intricate mineral grains and sparkling deposits. The base material is a natural feldspar-rich stone substrate, composed primarily of interlocking crystalline grains that create a coarse, granular structure. Embedded within the feldspar matrix are smaller mineral inclusions and crystal flakes that catch and reflect light, producing subtle glints and depth variations. The stone’s surface displays a complex pattern of fine cracks, irregular flakes, and scattered dust particles, revealing natural weathering and microfractures typical of exposed geological formations.
Geometrically, the texture exhibits a veined and fractured pattern with a naturalistic arrangement of stone pores and fissures. The stone grains vary in size and shape, forming an organic mosaic without any repetitive tiling artifacts, thanks to the seamless design. The surface finish simulates a lightly polished effect, balancing roughness and smoothness to emphasize both the coarse mineral grains and the reflective crystal facets. Coloration is dominated by muted earth tones, including soft grays and warm beige hues, interspersed with subtle variations due to mineral impurities and dust accumulation, contributing to realistic albedo variation in the BaseColor channel.
Within the PBR workflow, this texture effectively maps detailed surface information across multiple channels. The BaseColor channel captures the natural pigmentation of feldspar and mineral deposits. The Normal map accentuates the microgeometry of stone flakes, pores, and cracks to enhance lighting interaction. Roughness is calibrated to reflect the mix of polished crystal faces and matte stone dust, creating dynamic specular highlights. The Metallic channel remains minimal, consistent with non-metallic stone minerals. Ambient Occlusion adds depth to crevices and fissures, while Height and Displacement maps enable realistic surface relief for enhanced parallax and tessellation effects in 3D engines.
Optimized for use in Blender, Unreal Engine, and Unity, this texture supports high-fidelity rendering and detailed close-up views without visible pixelation. For practical application, adjusting the UV scale can help maintain natural grain size when applied to large geological models. Additionally, fine-tuning roughness values allows control over how glossy or matte the stone appears under different lighting conditions. Blending the height map subtly with the normal map can further enhance surface depth perception, making this texture suitable for realistic environments, geological visualization, or digital art projects requiring detailed mineral-rich stone surfaces.
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.
