The smooth sandstone texture seamless high resolution up to 8ktexture captures the natural composition and refined surface finish of fine-grained sandstone, a sedimentary rock primarily composed of quartz and feldspar minerals bound together by silica or calcium carbonate cement. This base substrate presents a subtly porous yet compact structure with light weathering effects, offering a smooth tactile feel typical of well-polished sandstone surfaces. The coloration reflects natural variations with warm beige and soft ochre tones, derived from iron oxide pigments and mineral impurities, lending authenticity and depth to the BaseColor/Albedo channel. The texture’s seamless tileability ensures that these color gradations repeat effortlessly across large surfaces without visible seams, ideal for expansive architectural visualizations or environment art.
In physically based rendering (PBR) workflows, this ai texture smooth sandstone texture seamless high resolution up to 8k excels by providing detailed Normal maps that emphasize the gentle undulations and subtle grain orientation inherent in sandstone’s stratified layers. The Roughness channel balances crisp detail with controlled noise, simulating the polished finish and slight surface imperfections that contribute to a believable material response under varied lighting conditions. Metallic values remain minimal or zero, consistent with the non-metallic nature of sandstone, while Ambient Occlusion enhances shadowing within micro-crevices, adding dimensionality. Height and Displacement maps capture the delicate relief of sandstone grains and minor weathering, enabling realistic parallax effects and surface depth in engines like Blender, Unity, and Unreal Engine.
This tileable smooth sandstone texture seamless high resolution up to 8ktexture is designed to accelerate stone workflows by delivering a clean, repeatable pattern scalable up to an impressive 8k resolution. Such high resolution ensures fidelity even on close camera views or large-scale assets, preserving fine details without pixelation. For the best results when integrating into your projects, it’s recommended to maintain uniform UV scaling across your model to prevent distortion and to fine-tune roughness parameters to match lighting conditions, enhancing the natural, soft reflectivity characteristic of well-weathered sandstone surfaces.
This seamless smooth sandstone texture offers seamless high resolution up to 8k, showcasing detailed stone textures with an accurate PBR appearance and a realistic 3D preview for material evaluation.
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.
