This seamless 3D texture depicts an 8K resolution representation of tuff, a porous and rough volcanic stone formed through the consolidation of volcanic ash and fragmented materials. The base material is an igneous rock characterized by its lightweight, highly porous substrate composed of fine ash particles and larger volcanic fragments, creating an irregular grainy matrix. The natural surface is uneven with numerous small cavities and vesicles, giving it a distinct porous structure that reflects its volcanic origin. The stone’s rough texture is accentuated by weathering effects, which soften sharp edges while maintaining a rugged, tactile feel typical of natural tuff formations found in volcanic landscapes.
From a material composition perspective, the tuff surface combines mineral grains with natural binders—mainly volcanic glass and ash—that act as adhesives, cementing the aggregates into a solid yet porous rock mass. The stone’s color palette is earthy, featuring muted browns, greys, and subtle ochre pigments derived from iron oxides and weathered mineral content. The rough finish is unpolished and matte, preserving the authentic volcanic appearance without any artificial gloss or oxidation. This texture’s geometric form is irregular and organic, lacking repetitive patterns, which enhances realism. The seamless tile is designed to maintain consistent porosity and grain distribution, allowing for natural-looking tiling without obvious repetition or seams.
In PBR workflows, this tuff texture is carefully mapped across multiple channels to ensure photorealistic rendering. The BaseColor (Albedo) channel captures the natural earthy hues and subtle color variations of the stone. The Normal map emphasizes the porous and rough surface relief, highlighting cavities and grainy details. Roughness values are relatively high and varied to simulate the matte, coarse finish of the volcanic stone. The Metallic channel is kept at zero, reflecting the non-metallic nature of the tuff. Ambient Occlusion enhances shadow depth within the porous indentations, increasing visual depth and realism. Height/Displacement maps provide accurate surface elevation changes, enabling enhanced parallax and displacement effects in supported engines and renderers.
Optimized for use in Blender, Unreal Engine, and Unity, this texture supports high-fidelity environmental and geological visualizations, especially in volcanic or arid scene settings. Its 8K resolution ensures that close-up views retain crisp detail and realistic surface complexity. For practical application, it is recommended to adjust the UV scale to maintain natural grain size relative to the scene context, and to fine-tune roughness values for balanced light scattering depending on lighting conditions. Additionally, subtle blending between height and normal maps can enhance the perception of depth without excessive geometric displacement, optimizing performance while preserving visual quality.
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.
