This seamless 3D PBR texture presents a highly detailed wet stone surface characterized by roughness, porosity, and a distinctly grainy composition. The base material reflects a natural sedimentary rock, likely a combination of sandstone or limestone, where mineral grains and fine aggregates form the core substrate. These grains are cemented together by natural binders such as silica or calcite, creating a durable yet uneven surface. The texture exhibits weathering effects that emphasize erosion and moisture absorption, resulting in subtle cavities and pits that contribute to the porous appearance. The stone's surface finish is matte with a damp sheen, simulating water retention typical of rain-soaked or river-worn rock faces, enhancing realism through natural surface wetness without glossiness or polish.
In terms of geometric form, the texture captures an irregular, naturally fractured rock face pattern with no repetitive tiling artifacts thanks to its seamless design. The surface texture reveals a complex grain structure where fine and coarse aggregates coexist, forming a rough tactile quality. These grains are visible in the BaseColor (Albedo) channel as varying earth tones—ranging from muted greys and browns to subtle ochres—while darker patches simulate moisture saturation. The Normal map intricately reproduces small bumps, crevices, and pores, providing depth and tactile variation. Roughness is calibrated to reflect a moderate to high roughness level, emphasizing the stone’s uneven, grainy feel, while the Metallic channel remains near zero to accurately represent the non-metallic rock material. Ambient Occlusion enhances shadowing in crevices and pores, adding dimensionality, and the Height/Displacement map captures the subtle elevation changes caused by weathering and grain protrusions.
This texture’s 8K resolution ensures exceptional clarity and detail, making it ideal for high-fidelity visualization in Blender, Unreal Engine, and Unity. Its seamless nature allows artists to tile the texture across extensive surfaces—such as stone walls, boulder exteriors, or rugged rock faces—without visible repetition or seams. The wet stone appearance is accentuated by physically accurate moisture effects embedded within the maps, providing a convincing natural surface that reacts well under varying lighting conditions in PBR workflows.
For optimal use, it is recommended to adjust the UV scale to match the desired real-world stone size, ensuring the grain detail remains consistent and believable. Additionally, fine-tuning the roughness map can help simulate different levels of wetness or dryness depending on the scene context. When working with height and normal maps, blending them carefully can enhance surface depth while avoiding overly sharp or unrealistic geometry displacement effects. This approach preserves the natural, porous, and grainy characteristics critical to authentic stone material representation in digital 3D environments.
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.
