This seamless 3D texture represents a smooth granite stone surface, meticulously crafted to emphasize the natural beauty of refined stone slabs commonly used in modern architectural applications. The material composition consists primarily of a dense crystalline substrate formed by interlocking quartz, feldspar, and mica grains, which provide the characteristic hardness and subtle shimmer of granite. These mineral aggregates are bonded tightly, resulting in a low-porosity stone that resists weathering and wear, making it ideal for both interior and exterior uses such as stone floors, walls, and cladding panels. The surface finish is polished to a smooth, near-glossy state, enhancing the visibility of delicate stone grains and fine cracks while maintaining clean, smooth edges across the slabs.
The geometric form of this texture is based on large, rectangular stone slabs arranged in a seamless tiling pattern. Each slab displays natural stone grains with subtle variations in size and orientation, contributing to a realistic veined and crackled appearance without overwhelming visual noise. The cracks are fine and sparse, mimicking natural fissures formed by slight tectonic stresses or weathering, while the smooth edges suggest precision-cut stonework used in contemporary architecture. This balance between organic detail and clean geometry makes the texture suitable for minimalistic design environments, urban façades, and high-end interior surfaces.
In terms of PBR channel mapping, the BaseColor (Albedo) captures the nuanced coloration of granite—soft greys, muted whites, and occasional darker speckles—reflecting the mineral diversity within the stone. The Normal map emphasizes the subtle relief of stone grains and shallow cracks, adding tactile depth without harsh protrusions. The Roughness map is calibrated to represent the polished surface, featuring low roughness values for a smooth, slightly reflective finish that responds naturally to lighting. Metallic values remain at zero, as granite is a non-metallic material. Ambient Occlusion enhances shadows in crevices and around stone grains, increasing dimensionality, while the Height/Displacement map provides gentle variations in surface elevation, enhancing realism in close-up views and parallax effects.
Rendered at an 8K resolution, this texture ensures exceptional detail and sharpness, suitable for high-fidelity projects in Blender, Unreal Engine, and Unity. The seamless nature allows for large-scale applications without visible repetition or seams, preserving a continuous, polished look across extensive stone floors or vast wall surfaces. For practical use, adjusting the UV scale to match real-world slab dimensions is recommended to maintain proportional grain detail. Additionally, fine-tuning the roughness map can help tailor the reflectivity to different lighting conditions, while blending the height and normal maps can enhance depth perception without excessive geometric complexity, optimizing performance 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.
