The worn basalt texture seamless high resolution up to 8ktexture meticulously depicts the complex natural composition and weathered characteristics of basalt, a dense volcanic rock composed mainly of fine-grained minerals such as plagioclase, pyroxene, and olivine. This stone’s substrate is notably hard with minimal porosity, contributing to its durability and distinctive surface features. Over time, natural environmental exposure induces subtle erosion, micro-cracks, and surface weathering, which this texture captures with exceptional detail. The surface finish presents a balance between a slightly rough, matte patina and sporadic smoother, polished facets where natural abrasion has occurred. The coloration is dominated by deep charcoal grays accented with muted mineral highlights and natural oxide layers, accurately represented in the BaseColor/Albedo maps to simulate basalt’s intrinsic pigment variations and aged stone appearance.
This seamless worn basalt texture seamless high resolution up to 8k integrates a comprehensive set of PBR channels designed for photorealistic rendering workflows in Blender, Unreal Engine, and Unity. The Normal map highlights the intricate microstructure and grain orientation, revealing fine ridges and pits formed through weathering, while the Roughness map defines surface reflectivity variations from matte rough zones to faintly polished areas. Reflecting basalt’s non-metallic nature, the Metallic map remains minimal, focusing attention on realistic mineral surfaces. The Ambient Occlusion map enhances shadow depth within crevices, adding dimensionality and realism. Height and Displacement maps provide precise depth cues for geometry, elevating visual fidelity in both real-time and cinematic applications. With up to 8K resolution, this texture maintains crisp, consistent detail even at close inspection on large UV islands, ensuring seamless tiling without visible repetition.
Ideal for use across stone textures in architectural visualization, level design, and material studies, this tileable worn basalt texture seamless high resolution up to 8ktexture supports consistent, natural surface flow. To optimize results, maintaining a uniform UV scale is recommended to prevent distortion and stretching of the grains and erosion patterns. Fine-tuning the Roughness map allows artists to simulate varying environmental conditions or levels of surface wear, adapting the texture’s light interaction accordingly. Incorporating this AI texture worn basalt texture seamless high resolution up to 8k into your material library enhances projects with an exquisitely detailed, realistic basalt stone surface that meets the demands of modern PBR pipelines while providing a precise 3D preview for accurate material representation.
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.
