This seamless 8K PBR texture showcases a meticulously crafted surface composed of natural river rock pebbles embedded within a smooth stone substrate. The base material primarily consists of fine-grained sedimentary stone, where small, rounded pebbles—aggregates of quartz and feldspar—are naturally cemented by mineral-rich binders, resulting in a compact, low-porosity formation. Over time, gentle weathering and water erosion have polished these pebbles to a smooth, tactile finish, highlighting subtle variations in size and shape that create an organic, flowing geometric pattern reminiscent of a pebble riverbed or stepping stone pathway.
The texture’s surface is characterized by an interplay of softly polished stone and naturally occurring micro-roughness, which is captured through the PBR channels with great fidelity. The BaseColor (Albedo) map reveals a harmonious palette of muted earth tones—grays, soft browns, and warm beiges—with speckles of mineral deposits that add depth and realism. The Normal map defines the gentle undulations and rounded forms of the pebbles, simulating the slight elevation differences and smooth curvature across the surface. Roughness values are finely tuned to reflect the polished nature of the stones, offering moderate specularity without excessive glossiness, while the Ambient Occlusion map enhances the subtle shadowing in crevices between pebbles, emphasizing their three-dimensional clustering. The Metallic channel remains near zero, appropriate for the non-metallic stone composition, and the Height/Displacement map captures the delicate relief of the pebbled surface, enabling convincing parallax effects when rendered.
Designed for seamless tiling, this texture allows continuous repetition without visible borders, making it ideal for large-scale applications such as stone walls, outdoor patios, garden paths, or natural environment assets in digital scenes. Its high 8K resolution ensures exceptional detail and clarity even in close-up renders. The texture is fully compatible and optimized for popular 3D software and game engines including Blender, Unreal Engine, and Unity, providing flexibility across visualization and interactive platforms.
When using this texture, a practical tip is to carefully adjust the UV scale to balance between the natural size of pebbles and the overall scene context; scaling too small may cause the pebbles to appear unnaturally repetitive. Additionally, fine-tuning the Roughness map can help simulate varying surface wetness or drying effects, while blending the Height and Normal maps can enhance depth perception without introducing harsh artifacts, especially in dynamic lighting environments.
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.
