Seamless 3d texture pbr 8k smooth quartzite stone surface for refined architectural details free download

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

Preview — Seamless 3d texture pbr 8k smooth quartzite stone surface for refined architectural details

Texture Info

IDseamless-3d-texture-pbr-8k-smooth-quartzite-stone-surface-for-refined-architectural-details
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture represents a high-resolution 8K PBR surface of smooth quartzite stone, meticulously crafted to capture the natural elegance of polished stone slabs. The base material is a dense metamorphic quartzite, characterized by tightly interlocked quartz grains forming a durable stone substrate. This mineral composition results in a hard, low-porosity surface with subtle variations in grain size that contribute to the texture’s realistic depth. The smooth edges and refined stone veins reflect natural quartzite’s crystalline structure, exhibiting faint linear veining patterns and occasional micro-cracks that enhance authenticity without disrupting the polished finish.

The geometric form of the texture follows a continuous stone slab pattern, ideal for stone floors and architectural wall cladding where large, seamless surface coverage is required. The surface finish is highly polished, showcasing a gentle sheen that balances reflectivity with the stone’s inherent roughness. This finish is conveyed through the roughness map, which modulates light reflection to simulate polished yet tactile stone. Stone grains and micro-cracks are encoded in the normal and height maps to provide fine relief and depth, while the ambient occlusion channel accentuates recessed areas such as vein intersections and fissures, enhancing shadowing and realism.

The PBR setup within this texture uses a carefully calibrated BaseColor map revealing natural quartzite hues—soft whites, greys, and subtle earth tones—capturing mineral pigmentation without artificial saturation. The roughness map varies subtly to represent the polished surface texture, while the metallic channel remains near zero, consistent with non-metallic stone. Height and displacement maps provide micro-topographical detail for use in parallax or tessellation workflows, enabling enhanced perception of stone grains and cracks on close inspection. This texture is optimized for integration in Blender, Unreal Engine, and Unity, ensuring compatibility with advanced rendering pipelines and real-time applications.

When applying this texture, consider adjusting the UV scale to maintain proportional stone slab dimensions relative to your scene; overly large or small UVs may distort the natural grain and veining patterns. Additionally, fine-tuning roughness values can help achieve the desired balance between glossiness and diffuse reflection, especially in interior versus exterior lighting contexts. For enhanced surface detail, blending height with normal maps can create a richer depth effect without excessive geometry displacement, optimizing performance while preserving visual fidelity.

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

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