This seamless 3D texture presents an 8K resolution depiction of weathered limestone, showcasing the material’s naturally rough and coarsegrain surface with exceptional detail. Limestone, a sedimentary rock primarily composed of calcium carbonate, forms a sturdy yet porous substrate characterized by its pitted and uneven geometry. The texture captures the stone’s distinctive porous structure and irregular grain patterns, reflecting years of natural weathering that have accentuated its coarse, earthy appearance. The surface is neither polished nor smooth but retains a matte, unrefined finish that reveals subtle variations in depth and relief across the stone face.
The underlying composition includes the solid calcium carbonate base interspersed with fine mineral aggregates that contribute to the stone’s granular texture. Natural binders within the limestone matrix hold these aggregates together, resulting in a durable surface with moderate porosity. Weathering processes create micro-erosions and small cavities, which are faithfully rendered in the height and normal maps to enhance the tactile realism. The color palette features muted beige and warm gray tones with slight variations due to mineral deposits and organic aging, mapped meticulously into the BaseColor channel for authentic visual richness.
Optimized for physically based rendering workflows, this texture employs a comprehensive set of PBR channels to maximize realism. The BaseColor (Albedo) channel conveys the stone’s natural hues and subtle pigment variations, while the Normal and Height/Displacement maps emphasize the rugged surface relief and pitting typical of aged limestone. The Roughness map is calibrated to reflect the matte, weathered finish, ensuring light diffuses softly rather than creating glossy highlights. The Metallic channel remains low or null, consistent with the non-metallic nature of limestone, and the Ambient Occlusion map enhances shadowing within crevices, lending extra depth in 3D environments.
Designed for seamless tiling, this texture integrates smoothly across large surfaces without visible repetition, ideal for architectural visualization and environmental scenes in Blender, Unreal Engine, and Unity. For practical application, adjusting the UV scale is recommended to maintain the natural grain size appropriate for close-up views, while fine-tuning roughness values can help simulate varying weathering intensities. Additionally, blending height or parallax maps subtly with normal maps can improve surface complexity without excessive geometry, enhancing performance without sacrificing detail.
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.
