This seamless 8K PBR texture captures the unique characteristics of dull soapstone, a metamorphic rock known for its soft, slightly waxy surface and muted coloration. The texture emulates natural stone slabs and walls composed of fine-grained talc and other minerals, resulting in a substrate that is dense yet subtly porous. The surface exhibits delicate stone dust and scattered grains along with natural cracks and fissures, which contribute to a weathered, tactile impression. These rough edges and irregularities are carefully represented to maintain realism without overwhelming the overall subdued aesthetic typical of soapstone finishes.
The material composition reflected in this texture involves a base layer resembling the stone’s inherent talc-rich matrix, with minimal presence of binders or adhesives since soapstone is naturally cohesive. The aggregates are fine and evenly distributed, with occasional micro-fractures and grain variations that enhance depth. Porosity is low but perceptible, allowing for soft ambient occlusion effects that simulate shadowing within cracks and crevices. The surface finish is matte and dull, avoiding any polished or glossy reflections to preserve the stone’s understated character.
In terms of PBR mapping, the BaseColor channel delivers a balanced palette of muted grays and subtle earth tones characteristic of soapstone, while the Normal map intricately defines the gentle undulations, stone grains, and fine cracks. The Roughness map emphasizes the non-reflective, matte qualities with high roughness values, replicating the soft diffusion of light on the surface. Metallic is kept at zero, consistent with the non-metallic nature of the stone. Ambient Occlusion enhances the perception of depth in the grain and fissures, and the Height/Displacement map allows for realistic surface relief when applied with parallax or tessellation techniques.
Designed for high-fidelity applications, this texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring seamless tiling and lossless clarity at large scales. Its 8K resolution supports close-up renders and detailed environments without visible pixelation or repetition artifacts. For practical use, it is advisable to carefully adjust the UV scale to match the intended stone slab size in your scene. Additionally, tuning the roughness parameter can help balance between a completely matte look and a slightly more tactile finish, depending on lighting conditions. When combining with normal or height maps, blending these maps subtly improves the perception of surface complexity without introducing harsh transitions.
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.
