This seamless 3D texture captures the intricate surface of matte dolomite stone, rendered in a high-fidelity 8K PBR format. Dolomite, a sedimentary carbonate rock, forms through the gradual accumulation of mineral grains and fossils within ancient seabeds. Its natural composition features a dense substrate of calcium magnesium carbonate crystals interspersed with fine-grained sediment and subtle veins, resulting in a surface that is both rugged and visually complex. The texture exhibits a largely matte, non-reflective finish that emphasizes the stone’s organic qualities, with rough edges and natural stone cracks that articulate the weathered and eroded characteristics typical of stone cliffs and aged stone walls.
The geometric form of this texture mimics irregular stone slabs with varied grain sizes and uneven, fractured patterns that avoid uniform repetition. The surface detail includes subtle sediment layering and distinct stone grains that contribute to a tactile sense of depth and material authenticity. Porosity is represented through micro-cavities and fine fissures, suggesting natural weathering and exposure to environmental elements. The diffuse BaseColor channel captures the muted, earthy tones of dolomite, ranging from soft grays to pale beige hues, while the Normal and Height maps enhance the perception of stone cracks and rough edges by defining surface relief and micro-geometry. The Roughness map maintains a high value, reinforcing the matte, non-glossy characteristic, and the Metallic channel remains near zero, consistent with the non-metallic nature of dolomite mineral.
Ambient Occlusion is carefully integrated to accentuate crevices and deepen the visual layering of sediment and cracks, improving realism in rendered environments. The Height map offers fine displacement control for simulating the uneven stone cliff or wall surfaces, supporting parallax effects and enhancing depth when viewed at oblique angles. This texture is fully optimized for use in Blender, Unreal Engine, and Unity, providing artists and developers with a versatile, high-resolution material that seamlessly tiles across large surfaces without visible seams, making it ideal for architectural visualization, natural landscape modeling, and game environments that require understated stone aesthetics.
For practical application, adjusting the UV scale to match the intended stone size in the scene is recommended to preserve the natural grain proportions and avoid texture stretching. Furthermore, fine-tuning the roughness parameter can help balance between a raw stone appearance and slightly polished surfaces depending on environmental context. Blending the Height and Normal maps thoughtfully can enhance the perception of depth without excessive geometry displacement, ensuring optimal performance while maintaining visual complexity.
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.
