This seamless 8K PBR texture vividly represents the natural complexity of quartzite, a crystalline and rough igneous stone renowned for its hardness and sparkling surface. The material’s base is primarily composed of tightly interlocked quartz grains, forming a dense, non-porous substrate that contributes to its characteristic durability. The texture captures the intricate grain structure and fine crystalline patterns, revealing subtle variations in mineral composition and tiny fractures that naturally occur in quartzite. These details are essential for authentic rough stone surfaces, where the crystalline facets catch light differently, producing sparkling highlights that enhance realism.
The geometric form of this texture is irregular and granular, mimicking natural rock faces or weathered stone walls. Unlike uniform tiling patterns such as brick or hexagonal tiles, the quartzite surface displays an organic, grainy arrangement with no obvious repetitive motifs, making the seamless tiling crucial for smooth visual continuity across large surfaces. The surface finish is rough and unpolished, highlighting the natural weathering and abrasion effects typical of exposed stone. The texture’s roughness channel accurately reflects micro-surface variations, while the normal and height maps provide depth by simulating the microscopic ridges and crevices of the stone grains.
From a PBR workflow perspective, the BaseColor (Albedo) channel captures the subtle earth tones and mineral hues characteristic of quartzite, ranging from soft grays and whites to faint browns and occasional sparkling flecks. The Normal map emphasizes the crystalline roughness and grainy structure, enhancing the tactile feel of the material. The Roughness map is finely tuned to balance between matte rough patches and glossy crystalline reflections, while the Metallic channel remains near zero, as quartzite is a non-metallic stone. Ambient Occlusion enhances shadowing within the granular clusters, and the Height map supports displacement or parallax effects for added surface realism.
Designed for high-fidelity rendering in Blender, Unreal Engine, and Unity, this 8K texture ensures detailed close-up views without pixelation, suitable for architectural visualization, realistic gaming environments, or geological simulations. For optimal results, it is advisable to adjust the UV scale carefully to maintain the natural grain size relative to the model dimensions. Additionally, fine-tuning the roughness and blending height with normal maps can help achieve the desired balance between sparkling highlights and ruggedness, especially when simulating different lighting conditions or wear levels.
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.
