The worn slate texture seamless high resolution up to 8k offers a detailed representation of natural stone surfaces, capturing the unique composition and weathered character of aged slate rock. This texture reflects a fine-grained, layered metamorphic mineral base, typically composed of clay and volcanic ash transformed under pressure. The subtle grain orientation and natural fissures, along with fine micro-fractures and slight porosity, are faithfully reproduced, giving the surface a realistic tactile quality. The weathering effects manifest in soft surface erosion and muted color variations, ranging from deep charcoal to bluish-gray tones, enhanced by natural mineral pigment deposits. Its surface finish exhibits a mildly rough, matte patina, typical of slate exposed to environmental elements, with no metallic or glossy reflections, emphasizing a natural stone aesthetic.
In Physically Based Rendering (PBR) workflows, the worn slate texture seamless up to 8k excels in delivering accurate channel data for photorealistic results. The BaseColor/Albedo channel showcases the nuanced slate hues and subtle color shifts from mineral impurities. The Normal map captures the fine surface irregularities, fissures, and grain orientation that create realistic light interaction and shadowing. Roughness values are carefully balanced to represent the stone’s uneven matte finish, avoiding any artificial glossiness. The Metallic channel remains at zero, consistent with non-metallic stone material properties. Ambient Occlusion enhances the depth perception in crevices and cracks, while Height/Displacement maps offer precise surface relief, ideal for advanced parallax or tessellation effects. Together, these channels ensure seamless tileability and consistency even on large UV islands, maintaining visual clarity at resolutions up to 8k.
Engineered for compatibility with modern 3D pipelines, this tileable worn slate texture seamless high resolution up to 8k integrates smoothly into Blender, Unity, and Unreal Engine, delivering predictable and repeatable results across real-time scenes, cinematic renders, level dressing, and material studies. The texture’s high fidelity and micro-detail allow artists to create convincing stone surfaces that stand up to close-up scrutiny and dynamic lighting conditions. For optimal results, adjusting the roughness channel intensity to suit your scene’s lighting rig is recommended, as it helps ground the material realistically within the environment, enhancing the worn, tactile feel of the slate. Additionally, careful UV scaling ensures the texture’s natural grain and weathering patterns remain visually coherent without distortion.
Overall, this worn slate texture seamless high resolution up to 8k represents a premium stone texture asset that combines geological authenticity with state-of-the-art AI-driven detail and structural consistency. It serves as a versatile resource for digital artists and developers seeking high-quality, production-ready stone textures with seamless tileability and exceptional resolution, perfect for creating immersive 3D previews and enhancing the realism of digital environments.
The worn slate texture seamless high resolution up to 8k offers a highly detailed, realistic PBR appearance ideal for AI texture applications requiring seamless worn slate texture seamless high resolution up to 8k quality.
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.
