This seamless 3D texture showcases a high-resolution 8K depiction of light travertine stone, characterized by its naturally veined and polished surface. Travertine, a form of limestone, is composed primarily of calcium carbonate deposited through mineral springs, resulting in a fine to medium grain with visible porous cavities. These pores can vary in size and distribution, but the polished finish on this texture effectively smooths the surface, reducing apparent porosity while maintaining subtle depth through natural vein patterns. The veins manifest as elongated, irregular streaks of slightly contrasting hues, adding visual complexity and realism.
The material composition of this travertine texture reflects a substrate rich in calcite with mineral impurities that produce its warm, light beige to cream tones. The polished surface finish emphasizes a glossy, reflective quality by reducing surface roughness, which is accurately captured in the PBR roughness channel. The texture’s base color (albedo) conveys the natural color variation of travertine, while the normal and height maps define the minute undulations and veining reliefs, essential for conveying the stone’s layered sedimentary formation and subtle weathering effects. Ambient occlusion enhances shadowing within the porous crevices and vein intersections, providing depth and realism without overpowering the smoothness. Metallic values remain negligible, consistent with non-metallic stone materials.
Designed for seamless tiling, this texture is ideal for applications requiring continuous stone surfaces without visible edges or repetition artifacts. Its smooth, polished finish combined with fine grain details makes it suitable for realistic architectural visualizations, luxury interior renderings, and natural environment scenes. The high 8K resolution ensures that even close-up views retain crisp detail of the veined patterns and surface irregularities. Compatibility with Blender, Unreal Engine, and Unity is ensured, allowing straightforward integration into diverse PBR workflows.
For practical use, it is recommended to carefully adjust the UV scale to balance detail density, avoiding overly stretched or compressed veins. Additionally, fine-tuning roughness values can help customize the reflective properties depending on lighting conditions, while blending height and normal maps subtly enhances perceived surface depth without introducing harsh artifacts. This approach ensures the travertine texture behaves realistically under varied shading and viewing angles, maintaining the natural elegance of polished stone.
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.
