This seamless 3D texture captures the intricate appearance of gneiss, a metamorphic rock known for its distinctive banded stone formations and naturally rough surface. Gneiss forms through the high-pressure recrystallization of original igneous or sedimentary rocks, resulting in a foliated, laminated structure with alternating mineral bands. The texture emphasizes these bands, showcasing a layered geometric pattern that reflects the rock’s crystalline composition, often consisting of quartz, feldspar, and mica. The surface exhibits a grainy, uneven form with subtle variations in elevation and porosity, simulating natural weathering and microfractures typical in exposed rock faces or stone walls.
The base material of this texture is a composite of tightly interlocked mineral grains, which provide both strength and a visually complex substrate. The texture’s albedo (BaseColor) channel accurately reproduces the muted earth tones and subtle pigmentation inherent to gneiss, including shades of gray, beige, and occasional rusty hues from iron oxide staining. The Normal map enhances the perception of its rough, crystalline surface by simulating intricate micro-reliefs and the uneven layering of the stone bands. The Roughness channel controls the surface finish, portraying a matte to slightly coarse feel, consistent with natural, unpolished stone. The texture does not contain metallic elements, which is reflected in a zero-value Metallic map, while the Ambient Occlusion channel adds depth by accentuating crevices and folds within the banded structure. Height and Displacement maps provide realistic surface undulations and fine relief details, essential for rendering accurate light and shadow play on rock facades.
Rendered at an ultra-high 8K resolution, this PBR texture is optimized for seamless tiling, making it ideal for large-scale applications without visible repetition or seams. It is fully compatible with major 3D software and game engines such as Blender, Unreal Engine, and Unity, supporting physically based rendering workflows. This ensures consistent, photorealistic results whether used for architectural visualization, environmental modeling, or detailed digital art projects that require authentic metamorphic rock materials with pronounced banding and texture complexity.
For practical use, it is recommended to carefully adjust the UV scale to maintain the natural scale of the gneiss bands relative to the scene context. Additionally, fine-tuning the Roughness map can help achieve the desired balance between diffuse light scattering and subtle specular highlights, enhancing the perception of surface weathering. When integrating this texture, blending height and normal maps with parallax occlusion techniques can further improve depth realism on close-up rock surfaces, especially in real-time engines.
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.
