Seamless 3d texture pbr 8k pebble stone surface for natural rocky floor and wall designs free download

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

Preview — Seamless 3d texture pbr 8k pebble stone surface for natural rocky floor and wall designs

Texture Info

IDseamless-3d-texture-pbr-8k-pebble-stone-surface-for-natural-rocky-floor-and-wall-designs
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture showcases a highly detailed pebble stone surface rendered in 8K PBR resolution, designed specifically for natural rocky floors and stone wall applications. The material composition mimics a compacted river rock substrate, where smooth, rounded pebbles of varying sizes are naturally embedded within a fine-grained stone dust matrix. The substrate, primarily composed of mineral aggregates such as quartz and feldspar, is bound together by a weathered silicate cement that provides structural cohesion without excessive glossiness. This results in a matte to satin finish characteristic of outdoors stone environments, highlighting subtle variations in roughness and porosity across the surface.

The geometric form of the texture is irregular yet harmonious, resembling a naturally arranged pebble mosaic pattern with gentle undulations that capture the organic randomness of river beds or stone-paved courtyards. Each stone grain exhibits intricate surface details, including micro-cracks, fissures, and smooth edges worn by erosion, which contribute to the tactile realism. The subtle presence of stone dust in the crevices enhances ambient occlusion effects, deepening shadowed areas and emphasizing the depth and separation between individual stones. Color variation is achieved through natural earth tones—muted grays, browns, and occasional hints of sandstone hues—applied via the BaseColor (Albedo) map to simulate mineral diversity and weathering.

The PBR texture maps are carefully crafted to deliver a physically accurate representation. The Normal map captures the fine surface irregularities and pebble contours, allowing realistic light interaction and shading in 3D engines. Roughness maps reflect the contrast between the smoother edges of the river rocks and the coarser stone dust substrate, avoiding any metallic reflections as this is a purely non-metallic stone surface. The Ambient Occlusion map enhances crevice shadows, while the Height (Displacement) map adds real geometric depth to the stone cracks and pebble elevations, ideal for parallax or tessellation techniques. The metallic channel is uniformly set to zero, consistent with natural stone materials. This texture is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, ensuring seamless integration into various 3D workflows.

For practical application, it is recommended to adjust the UV scale carefully to maintain the natural size and density of the pebbles relative to the scene context. Fine-tuning the roughness channel can help simulate different weathering conditions—from freshly laid stone floors with a slightly polished look to older, more weathered surfaces with higher roughness and dust accumulation. When using height or parallax mapping, blending it moderately with the normal map will prevent excessive geometric distortion while preserving the tactile feel of the stone cracks and pebble edges, enhancing realism without sacrificing performance.

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.