This seamless 8K PBR texture captures the distinct characteristics of soapstone, a fine-grained metamorphic rock renowned for its smooth, polished surfaces and subtle veining. Soapstone primarily consists of talc, chlorite, and magnesite, creating a soft yet durable substrate with a slightly soapy feel to the touch. The texture reveals a gently chiseled stone tile pattern, showcasing the natural formation of soapstone slabs with delicate linear grain and occasional mineral inclusions. Its low porosity and dense composition contribute to a weather-resistant surface, ideal for both interior and exterior applications.
The material composition is reflected across the PBR channels with great fidelity. The BaseColor (Albedo) map presents a muted palette of pale grays, soft greens, and creamy off-whites, mimicking natural mineral pigments embedded in the stone. The Normal map accentuates the subtle undulations and chiseled edges typical of hand-finished soapstone tiles, providing realistic surface detail that enhances light interaction. The Roughness map finely balances the polished finish against slightly worn matte areas, enabling nuanced reflections that replicate the stone’s natural sheen without appearing overly glossy. Ambient Occlusion contributes depth to crevices and joints, while the Height/Displacement map offers gentle relief for realistic layering of stone tiles or rock face features. The Metallic channel remains null, consistent with the non-metallic nature of soapstone.
Designed for seamless tiling, this texture allows uninterrupted repetition across large surfaces, making it particularly suitable for architectural visualizations or digital environments requiring natural stone walls, cladding, or flooring. The high 8K resolution ensures exceptional detail when viewed up close, facilitating use in Blender, Unreal Engine, and Unity workflows where fidelity and realism are paramount. The texture’s consistent geometric form—a rectangular stone tile arrangement with subtle chisel marks—adds authenticity without overwhelming flat surfaces.
For optimal results, it is recommended to carefully adjust the UV scale to preserve the natural grain size of soapstone, avoiding overly large or small repetitions that could break immersion. Additionally, fine-tuning the Roughness channel can simulate different polishing stages, from freshly honed smoothness to slightly weathered matte finishes. Incorporating the Height map with parallax or displacement effects enhances depth, especially on angled or low-light surfaces, and blending Normal maps can help integrate the texture seamlessly into complex models or layered materials.
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.
