The tuff porous volcanic stone texture authentically replicates the natural composition and complex surface characteristics of volcanic tuff, a lightweight rock formed from compacted volcanic ash and fragmented debris. This stone’s base substrate consists of fine mineral grains intricately cemented together by silicate binders, resulting in a highly porous and breathable matrix. The texture captures the weathered, rough surface finish typical of volcanic stone, showcasing subtle tonal variations from soft grays to earthy browns. These color shifts arise from natural oxide layers and mineral impurities embedded in the rock, enhancing the texture’s realistic appearance. The porous structure is defined by numerous tiny cavities and irregular pits, creating a visually rich and tactilely intricate surface that mirrors natural erosion and sedimentation patterns found in volcanic environments. The grain orientation and surface imperfections are carefully modeled to emphasize this authentic geological formation, adding depth and complexity to the texture’s overall visual appeal.
This seamless tuff porous volcanic stone texture is expertly designed for physically based rendering (PBR) workflows, including a full set of essential maps such as BaseColor/Albedo, Normal, Roughness, Metallic, Ambient Occlusion, and Height/Displacement. The BaseColor map reveals the nuanced mineral pigmentation and subtle color gradients, while the Normal and Height maps highlight the porous surface topography, accentuating the fine relief sculpted by natural weathering processes. The Roughness channel accurately portrays the stone’s matte and uneven finish, controlling surface reflectivity to simulate the non-glossy, natural feel of volcanic tuff. The Metallic map remains minimal, reflecting the stone’s inherently non-metallic nature. Ambient Occlusion enhances depth perception by darkening shadowed crevices and pores, contributing to the texture’s lifelike dimensionality. With resolution options up to 8K, this tileable tuff porous volcanic stone texture maintains exceptional detail and clarity, making it suitable for large-scale architectural visualization, realistic game environments, and high-quality product mockups.
Optimized for seamless integration and compatibility with leading 3D software and game engines such as Blender, Unreal Engine, and Unity, this AI texture tuff porous volcanic stone supports efficient and flexible workflows. Its tileable design ensures extensive coverage without visible seams or repetitive patterns, preserving a natural, cohesive surface appearance across diverse projects. For enhanced realism, adjusting the UV scale is recommended to align the texture’s porosity and mineral grain size with the specific scene context, allowing fine control over visual impact. Additionally, fine-tuning the roughness map can help modulate how light interacts with the stone’s porous surface, emphasizing subtle weathering effects and natural surface irregularities. Whether applied in immersive game worlds, detailed architectural renders, or precise product staging, this seamless tuff porous volcanic stone texture delivers a robust, high-resolution foundation that elevates the authenticity and visual quality of 3D stone materials.
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.
