Seamless 3d texture pbr 8k dolomite sedimentary rock polished stone smooth stone free download

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

Preview — Seamless 3d texture pbr 8k dolomite sedimentary rock polished stone smooth stone

Texture Info

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

This seamless 3D PBR texture captures the refined appearance of dolomite, a sedimentary rock known for its smooth, polished surface and subtle natural variations. The base material consists primarily of dolomite mineral crystals, forming a dense, fine-grained substrate that exhibits low porosity and minimal weathering effects. The texture’s geometric form resembles tightly fitted stone tiles with faint chiseled edges, simulating carefully cut and polished stone slabs often used in architectural cladding or decorative stone walls. The surface finish is highly polished, emphasizing a smooth tactile quality while maintaining natural stone irregularities such as faint veining and slight color variations inherent to sedimentary rock formations.

In terms of composition, this dolomite texture features a compact crystalline matrix bound by natural mineral cement, resulting in a solid yet visually intricate structure. The color palette ranges from soft off-whites and light grays to subtle beige undertones, reflecting the natural pigmentation of dolomite sedimentary deposits. The texture’s aggregates appear as tightly packed grains with occasional micro-fissures, contributing to realistic surface depth. The polished finish reduces surface roughness, producing a gentle sheen without glossiness, which is perfectly captured in the roughness and specular maps to simulate realistic light reflection and diffusion.

The texture is fully optimized for PBR workflows, with the BaseColor (Albedo) channel representing the true dolomite hues and subtle tonal shifts, while the Normal map provides detailed surface relief including micro-chiseling and natural stone grain. The Roughness map governs the polished smoothness, offering low roughness values that highlight the stone’s lustrous finish. Metallic values remain at zero, consistent with non-metallic mineral content, while Ambient Occlusion enhances shadowing in crevices and joints to add depth. The Height/Displacement maps accurately depict the surface undulations and slight tile separations, enabling realistic parallax effects in supported engines.

Rendered at an ultra-high 8K resolution, this texture ensures exceptional detail and clarity when applied to 3D models, making it ideal for applications in Blender, Unreal Engine, and Unity. Its seamless tiling capability allows for expansive coverage without visible repetition, suitable for large stone walls or floors. For practical implementation, it is advisable to adjust UV scaling to match the intended stone tile size, and fine-tune roughness values slightly to balance between polished reflectivity and natural stone texture under different lighting conditions. Additionally, blending height and normal maps can enhance depth perception when viewed up close, improving realism in both real-time and offline rendering scenarios.

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.