Seamless 3d texture pbr 8k weathered sandstone stone surface for natural outdoor scenes free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k weathered sandstone stone surface for natural outdoor scenes

Texture Info

IDseamless-3d-texture-pbr-8k-weathered-sandstone-stone-surface-for-natural-outdoor-scenes
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture features an 8K PBR weathered sandstone surface, meticulously crafted to replicate the natural appearance of sandstone stone walls and cliffs commonly found in outdoor environments. The base material is sandstone, a sedimentary rock composed primarily of compacted sand-sized mineral particles, mostly quartz and feldspar, bound together by natural mineral cements such as silica or calcium carbonate. This texture captures the intricate layering of sediment, with visible stone grains and porous structures that have been shaped over time by weathering processes, resulting in rough edges, subtle cracks, and eroded surfaces typical of aged sandstone formations.

The geometric form of this texture is irregular and organic, reflecting the uneven, fractured nature of natural stone cliffs and walls rather than uniform tiling patterns. The surface finish is matte and slightly rough due to accumulated sediment and natural wear, lacking any polished or glossy shine. Coloration is based on warm earth tones characteristic of sandstone, ranging from soft beiges and tans to deeper ochres and browns, with subtle pigment variations caused by mineral inclusions and environmental exposure. These color nuances are accurately represented in the BaseColor (Albedo) map, while the Normal and Height maps emphasize the stone’s rough edges, grains, and cracks, providing depth and tactile realism.

The texture’s Roughness map conveys the uneven surface finish, balancing matte and slightly smoother areas where erosion has polished smaller sections. The Metallic channel is minimal to non-existent, as sandstone is a non-metallic material, while the Ambient Occlusion map enhances shadowing within crevices and cracks, adding dimensionality to the stone’s form. Height and Displacement maps are finely detailed to support parallax effects or tessellation workflows, enabling realistic interaction with light and geometry in 3D engines.

Optimized for Blender, Unreal Engine, and Unity, this high-resolution texture ensures crisp detail even at close camera distances, making it suitable for architectural visualization, game environments, and natural scene rendering. When applying this texture, adjusting the UV scale to maintain natural stone proportions and tuning the roughness level can help match specific lighting conditions and artistic requirements. Additionally, blending the Height and Normal maps carefully allows for enhanced relief without exaggerating artifacts, preserving the authentic weathered look of sandstone surfaces.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.