This seamless 3D texture represents a high-resolution 8K photorealistic rendering of travertine, a classic sedimentary rock known for its distinctive banded stone appearance. Travertine forms through the precipitation of calcium carbonate in mineral springs, resulting in layered sediment bands that create subtle linear patterns and natural veining. The texture captures the stone’s inherent geological stratification, showcasing alternating dense and porous layers that reflect the rock’s fibrous and crystalline composition. Its polished stone finish emphasizes a smooth, reflective surface that enhances the natural color variations ranging from warm beige to soft cream tones, typical of travertine, while maintaining subtle imperfections characteristic of weathered stone.
The material composition is predominantly calcium carbonate, acting as the main substrate, with natural mineral binders that fuse the sediment layers into a cohesive banded formation. The texture reveals fine grain aggregates and occasional micro-porosity, which contribute to the stone’s slightly variegated surface roughness and diffuse light scattering. This polished stone texture exhibits minimal metallic properties, consistent with natural stone, while the roughness channel accurately conveys the balance between smooth, reflective patches and areas of matte diffusion caused by micro-erosion. The ambient occlusion map enhances the perception of depth within the banded layers and subtle crevices, complementing the normal and height maps that simulate the gentle undulations and chiseled edges of stone tiles or rock faces.
Designed for physically based rendering workflows, this PBR texture set includes detailed BaseColor (Albedo) maps that portray the authentic color palette, alongside high precision Normal and Height maps that provide fine geometric displacement and surface detail. The Roughness map is calibrated to reflect the polished yet naturally weathered surface without introducing artificial glossiness, while the absence of metallic channels aligns with travertine’s non-metallic composition. Ambient Occlusion enhances shadowing effects in crevices and along band transitions, delivering a realistic depth impression under various lighting conditions. Its seamless tiling capability ensures flawless repetition across large surfaces, ideal for architectural visualizations or digital environments.
Fully compatible with Blender, Unreal Engine, and Unity, this texture supports advanced rendering techniques, allowing artists to leverage displacement and parallax mapping for enhanced three-dimensionality. When applying this texture, it is advisable to carefully adjust the UV scale to maintain the natural proportion of the sediment bands, preventing distortion of the stone’s characteristic linear patterns. Additionally, fine-tuning the roughness parameter can help balance the polished shine and matte weathered areas, ensuring the material integrates seamlessly within both interior stone tile layouts and rugged exterior rock face simulations.
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.
