The shiny basalt texture seamless high resolution up to 8k showcases the natural beauty and complexity of basalt rock, a fine-grained volcanic stone known for its dense mineral composition and dark, lustrous surface. This texture captures the polished, slightly reflective finish typical of basalt that has been smoothed by natural or artificial processes. The material’s microscopic grain orientation and interlocking mineral crystals create subtle variations in sheen and depth, while fine fissures and occasional vesicles add realistic porosity and weathering effects. The surface finish exhibits a glossy, almost wet appearance that enhances the stone’s visual richness. In this texture, the base color channel accurately reflects the deep charcoal and muted gray tones of basalt, interspersed with occasional mineral specks. The normal map emphasizes the subtle surface undulations and micro-relief, critical for realistic light interaction, while the roughness map controls the polished surface’s reflectivity, balancing shiny and matte areas. Ambient occlusion enhances crevices and cracks, adding depth, and the height/displacement map provides fine surface height variation to simulate natural stone irregularities in 3D environments. The metallic channel is minimal, as basalt is a non-metallic stone, ensuring physically accurate rendering.
This tileable shiny basalt texture seamless high resolution up to 8k is designed to flawlessly repeat across large surfaces without visible seams, making it ideal for covering extensive areas in real-time scenes, cinematic renders, and detailed level dressing. Its ultra-high resolution ensures that even close-up views retain crisp micro-detail, crucial for production-ready visual fidelity. Compatible with Blender, Unreal Engine, and Unity, this texture integrates smoothly into PBR workflows and material setups, allowing artists to achieve consistent, predictable results across various platforms. The ai-generated texture pipeline prioritizes structural consistency and micro-detail preservation, ensuring the stone’s natural patterns and reflective qualities remain convincing under varied lighting conditions.
For practical use, consider adjusting the UV scale to maintain natural basalt grain size relative to your scene’s scale, avoiding overly large or small repetitions that break immersion. Additionally, fine-tuning the roughness channel can help balance the shiny finish—lower roughness values highlight the polished surface, while slightly increasing roughness introduces subtle surface breakup for realism. Applying a light normal pass or combining this texture with subtle ambient occlusion layers enhances surface breakup further without oversharpening, producing a well-balanced, high-quality stone material. Add this seamless shiny basalt texture seamless high resolution up to 8k to your material library to accelerate iteration and elevate the authenticity of your stone textures in any 3D project.
This AI-generated shiny basalt texture features a seamless, high-resolution design up to 8K, offering a detailed 3D preview that highlights its realistic PBR appearance and intricate surface composition.
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.
