This seamless 3D texture showcases the intricate surface of quartzite, a metamorphic rock known for its durability and natural roughness. The material is characterized by a coarse grain structure composed primarily of interlocking quartz crystals, which create a rugged, gritty appearance with subtle variations in color and texture. The substrate consists of tightly fused silica grains, giving the stone its dense, non-porous quality, while minor inclusions of mica and feldspar add faint flecks and natural earth tones. The surface finish is raw and unpolished, emphasizing the natural weathering effects typical of exposed rockfaces, such as slight erosion patterns and uneven mineral deposits that enhance its organic, aged aesthetic.
In this texture, the physical and optical properties are carefully represented through Physically Based Rendering (PBR) channels. The BaseColor (Albedo) map captures the stone’s natural palette of warm beige, gray, and soft brown hues, reflecting the subtle pigmentations found in quartzite. The Normal map accurately reproduces the coarse grain and rugged relief of the surface, conveying depth and surface irregularities crucial for realistic lighting interactions. Roughness is high and varied, mirroring the unpolished, gritty feel of the stone and providing a matte finish that diffuses highlights softly. The Metallic channel remains minimal, as quartzite is a non-metallic mineral, while Ambient Occlusion enhances the perception of crevices and fine details. Height or Displacement maps emphasize the pronounced texture relief, enabling enhanced parallax effects when rendered in 3D environments.
Designed at an ultra-high 8K resolution, this texture offers exceptional detail fidelity suitable for close-up renders and large-scale environments alike. It is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, ensuring seamless integration into diverse workflows. The seamless tiling capability allows for continuous application over vast surfaces without visible repetition, making it ideal for architectural visualizations, natural terrain modeling, and game asset creation where a realistic rocky substrate is needed.
For practical usage, it is recommended to carefully adjust UV scaling to balance the coarse grain appearance with the overall scene scale, preventing overly repetitive or distorted patterns. Additionally, fine-tuning the roughness map can help achieve the desired balance between matte and subtly reflective areas, while blending height and normal maps can enhance surface depth and detail without excessive geometry displacement. This approach ensures the quartzite texture maintains its authentic natural grit and ruggedness across different lighting and rendering scenarios.
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.
