This seamless 8K PBR texture represents schist, a naturally occurring metamorphic rock characterized by its distinctive layered stone formation. Schist forms through intense heat and pressure, resulting in a foliated or laminated geometric pattern where thin mineral layers align parallel to each other. The base material primarily consists of mica, quartz, and feldspar minerals, which create a crystalline grain structure visible in the texture’s intricate surface detail. This layered composition gives the rock its signature rough and uneven surface, with natural fractures and subtle variations in thickness that contribute to its tactile complexity.
The texture’s substrate is solid crystalline stone, with minimal porosity due to its dense metamorphic origins. The surface finish appears raw and unpolished, emphasizing the naturally rough and coarse feel of the schist face. Variations in mineral pigmentation produce a muted palette of grays, browns, and occasional silvery highlights, enhancing the natural look. These color variations and grain alignments are accurately captured in the BaseColor (Albedo) channel, while the Normal and Height maps reproduce the subtle ridges and uneven layering that define schist’s physical form. The Roughness channel reflects the stone’s coarse texture, providing realistic light diffusion without glossiness, and the Ambient Occlusion map intensifies shadowing in crevices and along grain boundaries to enhance depth perception.
Metallic values are minimal or near zero, consistent with the non-metallic nature of schist, ensuring no unwanted reflectivity in reflections or specular highlights. The Height/Displacement map is finely detailed to simulate the natural undulations and layering of the rock surface, suitable for parallax or tessellation effects in 3D environments. This texture is fully optimized for high-fidelity rendering across multiple platforms, including Blender, Unreal Engine, and Unity, supporting physically based rendering workflows that demand accurate surface interaction with light and shadow at an 8K resolution level.
For practical application, it is recommended to experiment with UV scaling to maintain the natural grain size and avoid overly repetitive patterns, especially on larger surfaces such as rock faces or stone walls. Adjusting roughness values slightly can help tailor the perceived weathering—lower roughness for a more polished or eroded look, higher roughness to preserve the raw, rough stone appearance. Additionally, blending normal and height maps can enhance the perceived depth and realism without excessive geometry subdivision, optimizing performance while retaining visual detail in real-time engines.
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.
