Seamless 3d texture PBR 8k dolomite light veined rough natural stone surface free download

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

Preview — Seamless 3d texture PBR 8k dolomite light veined rough natural stone surface

Texture Info

IDseamless-3d-texture-pbr-8k-dolomite-light-veined-rough-natural-stone-surface
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR texture captures the distinctive look of light dolomite stone, characterized by its coarsegrain, rough surface and subtle veining patterns that naturally occur within the mineral matrix. Dolomite, a sedimentary carbonate rock composed primarily of calcium magnesium carbonate, exhibits a fine to medium grain size with an earthy, muted palette of soft whites, creams, and pale greys. The texture reflects the stone’s natural formation where mineral layers and veins intersect, creating irregular linear patterns that emphasize the stone’s organic, veined structure. Its surface is uneven and slightly porous, displaying weathered characteristics such as micro-fissures and gentle abrasion marks, which contribute to a tactile, aged appearance.

The material composition is modeled with a solid dolomite substrate, where the primary mineral grains form a compact but rough aggregate. These grains are lightly cemented together, giving the stone moderate porosity and a naturally rough finish rather than a polished or glossy one. The binders in this natural stone are mineralogical, resulting in a matte surface that diffuses light softly. The subtle veins are mineral inclusions or compositional variations, which disrupt the uniformity of the base color and add depth to the texture. The colorants are inherent to the stone’s mineral content rather than artificial pigments, creating a realistic and earthy visual tone. This texture’s geometry mimics the irregular, veined pattern typical of natural dolomite slabs, with no visible tiling due to its seamless design, suitable for large-scale applications.

In terms of PBR mapping, the BaseColor (Albedo) channel portrays the soft, light tones and natural veining without any baked-in lighting, allowing for accurate real-time shading. The Normal map encodes the roughness and fine surface details of the coarse grain and veins, providing depth and surface variation. The Roughness map is calibrated to highlight the stone’s matte, non-reflective qualities, emphasizing its natural roughness without gloss. The Metallic channel is kept at zero, reflecting the non-metallic nature of dolomite. Ambient Occlusion enhances the subtle crevices between grains and veins, adding realistic shadowing for depth perception. The Height/Displacement map captures the coarse surface relief and vein elevation, enabling effective parallax or tessellation effects in engines like Unreal Engine, Unity, and Blender.

This texture is optimized for use in 3D environments requiring natural stone materials, such as architectural visualization, game environments, or digital heritage reconstructions. When applying this texture, it is advisable to adjust the UV scale to match real-world stone slab dimensions to preserve the natural grain size and veining proportions. Additionally, fine-tuning the roughness map can help simulate variations in weathering or polishing on different surface areas. For enhanced realism, blending the height map with normal maps can improve depth perception without excessive geometry, particularly useful in real-time rendering workflows.

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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