Seamless 3d texture pbr 8k flint sedimentary rock rough stone pitted stone natural free download

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

Preview — Seamless 3d texture pbr 8k flint sedimentary rock rough stone pitted stone natural

Texture Info

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

This seamless 8K PBR texture captures the intricate details of flint, a sedimentary rock characterized by its dense, fine-grained silica composition. The material’s structure is primarily composed of microcrystalline quartz embedded within a calcareous matrix, resulting in a naturally rough and pitted surface. The geometric form of the texture reveals irregular, uneven stone faces with subtle grain variations and natural depressions, mimicking weathered rock faces or stone walls formed over millennia. This texture’s surface finish reflects a weathered, matte appearance with no significant polish, highlighting the stone’s porous and slightly eroded qualities.

In terms of composition, the substrate is a solid sedimentary base with varying porosity caused by natural fissures and mineral inclusions. The texture features aggregates of silica nodules and micritic limestone, lending a characteristic grainy and rugged look. Coloration is driven by natural earth tones—soft greys mingled with muted browns and occasional rusty patches—resulting from the oxidation of trace iron minerals and surface weathering. These pigments contribute to a subtle but realistic variation in the BaseColor (Albedo) channel, while the Normal map captures the pitted and rough micro-relief of the stone surface, emphasizing its tactile irregularities.

The Roughness map is finely tuned to replicate how light scatters across the stone’s uneven surface, combining matte regions with slightly smoother patches where weathering has polished the stone minimally. The Metallic channel remains near zero, reflecting flint’s non-metallic nature. Ambient Occlusion enhances shadowing in crevices and indentations, adding depth and realism to the texture. Height and Displacement maps provide precise data for surface elevation changes, allowing for convincing parallax effects and realistic stone wall geometry when implemented in 3D environments.

Designed for high-fidelity applications, this texture is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, supporting physically based rendering workflows with seamless tiling to avoid visible repetition. Its 8K resolution ensures exceptional detail and clarity, suitable for close-up renders and large-scale architectural visualizations. For best results, it is recommended to adjust the UV scale to maintain natural stone proportions and to fine-tune roughness values depending on the lighting setup. Blending height and normal maps carefully can enhance depth perception without excessive displacement artifacts, making this texture versatile for 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.