This seamless 3D soapstone texture in 8K resolution showcases a smooth, polished surface characterized by its finegrain details and subtle natural variations. Soapstone, a metamorphic rock primarily composed of talc with minor amounts of chlorite and magnesite, exhibits a dense yet soft substrate that lends itself to a tactile smoothness and a gentle, earthy appearance. The stone’s fine-grained structure and light, muted colors are captured here with exceptional clarity, revealing faint veining and tonal shifts that reflect soapstone’s mineral composition and weathering patterns over time.
The polished finish of this texture emphasizes the stone’s inherent low porosity and silky surface, which is achieved through mechanical smoothing processes that reduce micro-roughness and enhance reflectivity. In PBR terms, the BaseColor map reproduces the light, natural hues of soapstone with subtle inclusions of off-white and pale gray, while the Normal map captures the delicate undulations and micro-relief of the stone’s finegrain texture. The Roughness channel is calibrated to simulate the smooth, semi-gloss finish characteristic of polished soapstone, enabling realistic specular highlights without excessive shine. Ambient Occlusion enhances depth in crevices and grain boundaries, and the Height map provides soft displacement for realistic surface depth, ideal for parallax effects in real-time engines.
Structurally, this texture represents a continuous, seamless plane without any modular geometric form such as tiles or bricks, perfectly suited for large surface applications where natural stone continuity is critical. It avoids repetitive patterns by incorporating organic veining and subtle color shifts, supporting the creation of realistic architectural surfaces, countertops, or sculptural objects. The texture’s low metallic value reflects the non-metallic nature of soapstone, ensuring physically accurate light interaction in PBR workflows.
Optimized for use in Blender, Unreal Engine, and Unity, this 8K seamless soapstone texture offers high fidelity for close-up renders and detailed product visualizations. For best results, it is advisable to carefully adjust UV scaling to maintain the natural scale of the fine grain, and to fine-tune the Roughness map to either increase or decrease the polished effect depending on the desired reflectivity. Additionally, blending the Height map subtly with Normal maps can enhance the perception of depth without introducing harsh geometric distortions, making this texture adaptable to a range of surface finishes and lighting conditions.
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.
