This seamless 3D sandstone texture is crafted to represent a warm, rough natural grain surface typical of sedimentary stone formations. The base material is primarily composed of compacted quartz sand grains bonded together by natural mineral cements such as silica, calcite, or iron oxides, giving the stone its characteristic porous and layered appearance. The texture highlights subtle stratification and irregular grain sizes, reflecting the sedimentary layering process and weathering effects that result in a naturally uneven, tactile surface. This rough finish with visible pores and micro-cracks conveys an authentic earthy quality, with warm beige and ochre hues enhanced by subtle color variations caused by mineral inclusions and oxidation over time.
From a geometric standpoint, the texture exhibits a non-uniform, organic grain pattern with gentle undulating layers and irregular fissures rather than strict geometric repetition. The surface finish is matte and coarse, implying minimal polish, which is typical for outdoor sandstone exposed to natural elements. This finish enhances the diffuse reflection captured in the BaseColor (Albedo) channel, while the Normal map intricately defines the rough, grainy relief and porous cavities. The Roughness channel is calibrated to emphasize the uneven surface scattering of light, avoiding any metallic sheen as this is a non-metallic stone, confirmed by a near-zero Metallic map. Ambient Occlusion enhances the perception of depth in crevices and around grain boundaries, and the Height map provides subtle displacement cues for realistic surface undulation and layering effects.
Rendered at an impressive 8K resolution, this texture delivers extreme detail ideal for close-up views in architectural visualizations, game environments, and natural scene generation. It is fully optimized for physically based rendering workflows in Blender, Unreal Engine, and Unity, ensuring consistent material response under various lighting conditions. The seamless tile design allows for extensive surface coverage without visible edges, making it suitable for large-scale terrains or building facades where a natural sandstone appearance is desired.
For practical application, it is recommended to carefully adjust the UV scale to maintain the natural grain size relative to the model, avoiding overly repetitive patterns that could break immersion. Additionally, fine-tuning the Roughness map can help simulate different weathering stages—from freshly cut stone to heavily eroded surfaces—while blending the Height and Normal maps can enhance the perception of depth without excessively increasing geometry complexity. This approach balances visual fidelity and performance, making the texture adaptable to a wide range of real-time and offline 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.
