Seamless 3d texture PBR 8k rhyolite layered rough volcanic rock surface free download

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

Preview — Seamless 3d texture PBR 8k rhyolite layered rough volcanic rock surface

Texture Info

IDseamless-3d-texture-pbr-8k-rhyolite-layered-rough-volcanic-rock-surface
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture represents rhyolite, a fine-grained volcanic igneous rock characterized by its distinct layered formation and rough surface topology. Formed from rapidly cooled felsic lava, rhyolite exhibits a naturally laminated structure with subtle stratifications that are visually apparent in this texture. The base material is primarily composed of quartz, feldspar, and biotite minerals, which collectively contribute to the rock’s coarse grain and granular appearance. The surface demonstrates natural porosity and minor weathering effects, resulting in micro fissures and unevenness that enhance realism. These features are intricately captured through an 8K resolution, offering high fidelity detail ideal for close-up geological visualization or realistic environmental modeling.

In terms of geometric form, the texture displays a layered rockface pattern, emphasizing horizontal stratifications with occasional vertical breaks and rough crystalline outcrops. The grainy texture mimics natural mineral aggregates embedded within the rhyolite matrix, creating a tactile, rugged feel. The surface finish is matte and unpolished, reflecting the typical weathered state of exposed volcanic rocks. Coloration is dominated by soft earth tones—warm greys, muted browns, and subtle reddish hues—representing natural pigment variations caused by mineral deposits and oxidation. This nuanced coloring is expertly mapped to the BaseColor (Albedo) channel, while the Normal map encodes the depth and layering relief. Roughness maps highlight the coarse, non-reflective surface, whereas the Ambient Occlusion enhances shadowing in crevices. Height and Displacement maps provide additional volumetric depth, crucial for advanced rendering techniques.

Designed for physically based rendering (PBR) workflows, this texture is fully compatible with popular 3D engines and software such as Blender, Unreal Engine, and Unity. The PBR channels are optimized to simulate realistic light interaction with rhyolite’s complex surface microgeometry and material response under various lighting conditions. Notably, the Metallic channel remains near zero, as rhyolite is non-metallic, ensuring accurate diffuse reflection properties. The seamless tiling capability allows for continuous, uninterrupted surface coverage without visible repetition artifacts, making it suitable for large-scale terrain or rockface creation.

For practical application, it is recommended to carefully adjust the UV scale to maintain the natural granularity without exaggerating the layering pattern. When fine-tuning roughness, slightly lowering values can simulate wetter or freshly exposed rock surfaces, while increasing roughness emphasizes the weathered, dry appearance. Additionally, blending the Height/Displacement maps with subtle Normal map details can enhance surface depth perception, especially in real-time engines, achieving a convincing volcanic rock effect that responds authentically to dynamic lighting and camera angles.

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

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