Seamless 3d texture pbr 8k rough tuff stone surface for volcanic landscape modeling free download

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

Preview — Seamless 3d texture pbr 8k rough tuff stone surface for volcanic landscape modeling

Texture Info

IDseamless-3d-texture-pbr-8k-rough-tuff-stone-surface-for-volcanic-landscape-modeling
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR texture presents a highly detailed rough tuff stone surface, meticulously crafted for volcanic landscape modeling and natural environment creation. The base material is tuff, a porous volcanic rock formed from compacted ash and fragmented debris. Its composition features a heterogeneous substrate of fine ash particles bound together with naturally occurring mineral cements, giving rise to a rugged matrix punctuated by stone grains and rubble fragments. The texture showcases jagged edges and irregular stone debris patterns, reflecting the natural fracturing and weathering typical of volcanic terrains. The surface exhibits a rough, matte finish with pronounced pores and cracks, emphasizing the stone's inherent permeability and erosion effects over time.

Structurally, the texture simulates an organic, non-uniform pattern with no repetitive tiling artifacts, ensuring seamless blending across large surfaces. The geometric form is characterized by an uneven aggregation of stone grains and rubble, with subtle variations in elevation and depth that enhance the tactile realism. These variations are captured through high-fidelity height and displacement maps, which define the crevices, stone pores, and jagged edges. The normal map conveys fine surface details such as micro-cracks and granular roughness, while the roughness channel represents the stone’s uneven matte finish, varying from slightly smoother worn areas to coarse, abrasive patches. The absence of metallic elements is consistent with the natural mineral composition, reflected in the metallic channel’s flat zero values. Ambient occlusion maps accentuate shadowed crevices and depth contrasts, further grounding the texture in realism.

Color-wise, the base color (albedo) palette captures the subtle earth tones typical of volcanic tuff, including muted grays, soft browns, and faint ochre hues. These pigments arise from mineral inclusions such as iron oxides and silicates, contributing to the natural variation and weathered appearance. The texture’s high resolution of 8K ensures that even the smallest pores and grain patterns remain crisp and detailed when applied to models, making it ideal for use in Blender, Unreal Engine, and Unity projects where visual fidelity is paramount. The seamless tiling capability facilitates expansive terrain creation without visible repetition or edge artifacts, crucial for large-scale volcanic or rocky environment builds.

For optimal results, it is advisable to carefully adjust the UV scale to maintain a natural stone grain size relative to the model’s dimensions. Additionally, tweaking the roughness map can help simulate varying levels of surface erosion or moisture effects, while blending height and normal maps can enhance parallax effects for added depth perception. This approach allows for flexible customization depending on the specific environmental context, whether for geological simulations, game landscapes, or cinematic visual effects, ensuring the texture integrates seamlessly within diverse workflows.

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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