Seamless 3d texture PBR 8k schist flaky layered rough natural rock surface free download

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

Preview — Seamless 3d texture PBR 8k schist flaky layered rough natural rock surface

Texture Info

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

This seamless 3D texture showcases the natural complexity of schist, a metamorphic rock characterized by its distinctive flaky and layered structure. The material presents a coarse-grained, rough surface that results from the alignment of platy minerals such as mica and quartz within the rock matrix. These mineral layers create a laminated form that alternates between thin, flaky sheets and thicker, more compact strata, giving the texture its pronounced stratification and rugged appearance. The substrate itself is dense yet fractured, with visible micro-cracks and subtle porosity that reflect natural weathering and erosion processes over time.

The surface finish is predominantly rough and unpolished, emphasizing the rock’s natural state with uneven edges and slight variations in relief. Coloration ranges from muted earthy tones—soft grays, warm browns, and subtle greens—reflecting the mineral composition typical of aged schist. Pigments are naturally embedded within the mineral grains, producing a variegated but cohesive palette. This texture’s detailed surface morphology is captured in the height and normal maps, conveying the tactile depth of the flaky layers and rough granularity. Ambient occlusion enhances the shadowing within crevices and between layers, while the roughness map emphasizes the matte, non-reflective finish typical of natural stone. The metallic channel remains minimal, as schist is largely non-metallic.

Optimized for physically based rendering (PBR), this 8K resolution texture delivers an exceptional level of detail suitable for high-fidelity environments in Blender, Unreal Engine, and Unity. The BaseColor (Albedo) map faithfully reproduces the subtle color variations of schist without baked-in lighting, while the Normal and Height maps provide precise surface geometry information for realistic light interaction and parallax effects. The Roughness map captures the uneven, grainy finish, and the Ambient Occlusion channel adds depth by simulating soft shadows in recessed areas. This comprehensive set of maps ensures versatile use across different rendering engines and lighting conditions.

When applying this texture, it is advisable to carefully adjust the UV scale to maintain the natural proportions of the flaky layers and avoid distortion. For enhanced realism, blending the height and normal maps can improve the perception of depth and surface complexity, especially on close-up views. Additionally, fine-tuning the roughness map can simulate varying degrees of weathering or moisture exposure, allowing for customization in different environmental contexts. This texture is ideal for geological visualizations, environmental storytelling, or architectural scenes requiring authentic rockface surfaces with a naturally aged and coarse appearance.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.