This seamless 3D texture showcases weathered sandstone, a classic sedimentary rock formed through the natural compression and cementation of sand-sized mineral particles. The base material is primarily quartz grains bound by siliceous or calcite cement, resulting in a dense yet porous stone structure. The texture captures the characteristic grainy surface of sandstone, where individual grains and fine sediment layers are visible, adding depth and realism. Natural weathering processes such as wind erosion, water exposure, and temperature fluctuations have introduced subtle cracks and fissures throughout the stone, creating an authentic cracked stone appearance. These fissures break up the surface geometry, enhancing the tactile complexity of the material’s rough stone form.
From a geometric standpoint, the texture replicates a naturally irregular stone face rather than a uniform pattern like brick or tile. The surface displays intricate sedimentary layering with slight undulations and fractures that give it a rugged, aged look. The surface finish is matte and grainy, highlighting the sandstone’s unpolished, weathered condition. Coloration ranges from warm ochres and light browns to muted tans, reflecting common iron oxide pigmentation and mineral staining typical in natural sandstone. The porous substrate and weathered cracks are faithfully represented in the height and normal maps, offering fine surface detail that responds realistically to lighting.
The texture’s PBR workflow channels are meticulously crafted for photorealism: the BaseColor (Albedo) map conveys the natural sandstone hues and subtle color variations; the Normal map emphasizes the fine grain structure and cracked relief; the Roughness map defines the stone’s predominantly rough, matte finish with slight variance to simulate smoother worn areas; the Metallic channel is kept minimal or zero, consistent with non-metallic stone; Ambient Occlusion enhances shadowing within cracks and crevices, adding depth; and the Height/Displacement map provides true geometric variation for advanced surface detail in supported renderers.
Rendered at an ultra-high 8K resolution, this texture is optimized for seamless tiling across large surfaces without visible repetition or seams. It is fully compatible and ready for integration into Blender, Unreal Engine, and Unity projects, ensuring versatility for both real-time and offline rendering workflows. For best results when applying this sandstone texture, it is recommended to carefully adjust the UV scale to maintain realistic grain size relative to the modeled environment. Additionally, fine-tuning the roughness channel can better simulate varying degrees of weathering and surface wear, while blending height or parallax maps with normal maps can enhance the perception of depth and cracked detail on stone faces or walls.
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.
