Seamless 3d texture PBR 8k gneiss layered banded rough natural stone surface free download

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

Preview — Seamless 3d texture PBR 8k gneiss layered banded rough natural stone surface

Texture Info

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

This seamless 3D texture captures the intricate structure of gneiss, a metamorphic stone characterized by its distinct layered and banded formation. The material exhibits coarse-grained mineral crystals arranged in alternating light and dark bands, creating a natural laminated pattern that reflects the intense pressure and heat processes during its formation. The substrate consists primarily of quartz and feldspar minerals interwoven with mica and amphibole, giving the stone its signature stratified appearance. The surface shows natural roughness with subtle porosity due to weathering and erosion, enhancing the tactile feel of aged rockface while maintaining structural integrity without significant fissures or fractures.

The texture’s surface finish is predominantly rough and unpolished, emphasizing the ruggedness and raw aesthetic typical of exposed gneiss outcrops. Fine granular details highlight the unevenness of the coarse grains, and the natural color palette ranges from muted grays and browns to occasional rusty and ochre tones, which are the result of iron oxide pigments within the mineral bands. This layered banding pattern lends the stone a visually complex form with rhythmic linear striations that can be applied seamlessly across large surfaces without visible repetition, making it ideal for expansive natural environments or geological visualizations.

In terms of PBR (Physically Based Rendering) mapping, the BaseColor (Albedo) channel faithfully reproduces the stone’s variegated mineral hues and subtle tonal shifts. The Normal map captures the micro and macro surface irregularities, emphasizing the roughness and mineral grain relief. The Roughness map reflects the non-uniform matte finish of the stone, with higher roughness values in weathered areas and slightly smoother bands where minerals are more compact. The Metallic channel remains near zero throughout, consistent with the non-metallic composition of natural gneiss. Ambient Occlusion enhances depth perception within the banded layers and crevices, while the Height/Displacement map provides realistic depth cues for relief and surface undulations, enabling enhanced parallax effects in real-time engines.

This texture is provided at an ultra-high resolution of 8K, ensuring exceptional detail and fidelity suitable for close-up renders and large-scale applications. It is fully compatible with Blender, Unreal Engine, and Unity, supporting seamless integration into diverse 3D workflows. For best results, it is advisable to carefully adjust the UV scale to maintain the natural proportions of the banded layers and avoid distortion. Additionally, fine-tuning the roughness values can help simulate various weathering stages, while blending height and normal maps can enhance subtle surface depth without excessive geometry displacement, optimizing performance in real-time applications.

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.