Seamless 3d texture PBR 8k marble polished smooth surface for luxury renders free download

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

Preview — Seamless 3d texture PBR 8k marble polished smooth surface for luxury renders

Texture Info

IDseamless-3d-texture-pbr-8k-marble-polished-smooth-surface-for-luxury-renders
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D marble texture presents an exquisitely polished and smooth stone surface, rendered in ultra-high 8K resolution to capture the intricate natural veining and finegrain details characteristic of premium marble. The base material is a metamorphic limestone composed primarily of recrystallized calcite, providing a dense, low-porosity substrate that contributes to the stone’s durability and reflective qualities. The subtle variations in tone and color arise from naturally occurring mineral impurities, which act as pigments within the stone matrix, creating organic veined patterns that flow fluidly across the polished surface. The marble’s glossy finish is achieved through meticulous polishing processes that reduce surface roughness to a minimum, enhancing light reflection and imparting a luxurious sheen suitable for realistic PBR workflows.

The texture’s geometric form is defined by its continuous, seamless veined pattern rather than discrete tiles or segmented units, enabling flawless tiling without visible repetition. The veins, which appear as fine, irregular streaks and wisps, simulate the natural fissures and mineral deposits formed during marble’s geological transformation. These veins function as subtle height variations and normal perturbations in the PBR maps, providing depth and dimensionality while allowing the surface’s overall smoothness to remain dominant. The Normal map encodes these minute undulations, while the Height or Displacement map can enhance the perception of surface relief in rendering engines that support parallax or tessellation. The polished finish results in a low Roughness value, typically below 0.1, delivering a near-mirror reflection with soft highlights that accentuate the stone’s natural elegance.

From a PBR material perspective, the BaseColor (Albedo) channel captures the marble’s nuanced color palette, balancing off-white and subtle warm tones with the darker veining. The Metallic channel remains at zero, consistent with the non-metallic nature of natural stone, while Ambient Occlusion maps emphasize crevices and vein intersections to simulate subtle shadowing effects. The combination of these maps ensures compatibility and high fidelity when imported into popular 3D software such as Blender, Unreal Engine, and Unity, supporting realistic lighting and material response under varied environmental conditions. The texture’s seamless nature and ultra-high resolution make it ideal for large-scale architectural visualizations, product rendering, or detailed close-ups where fine surface detail is critical.

For optimal results, it is advisable to adjust the UV scale to maintain the natural size of marble veins relative to the object, avoiding overly stretched or compressed patterns. Additionally, fine-tuning roughness values can help achieve the desired balance between glossiness and subtle diffuse reflection; slight increases in roughness soften highlights and reduce mirror-like artifacts, especially useful in scenes with complex lighting. When implementing displacement or parallax mapping, blending these maps carefully with normal data can enhance the perception of depth without compromising the smooth, polished feel characteristic of luxurious marble surfaces.

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.