This seamless 3D texture represents a high-quality marble surface crafted from natural mineral substrates composed primarily of calcite crystals bound together through geological processes over time. The polished stone finish highlights the smooth, reflective crystalline surface typical of premium marble, showcasing intricate natural veining and subtle color variations ranging from soft whites and creams to deeper grays and occasional warm undertones. These colorants originate from trace mineral oxides and organic inclusions within the marble, creating unique patterns with realistic depth and complexity. The surface exhibits minimal porosity due to its dense, tightly packed crystalline structure, resulting in a durable yet elegant material ideal for luxury architectural and interior design applications. The flawless polished finish enhances light reflection and refraction, emphasizing the stone’s natural beauty and crystalline reflections with a smooth tactile feel.
Rendered in an impressive 8K resolution using advanced Physically Based Rendering (PBR) techniques, this texture perfectly captures the marble’s composition across multiple PBR channels to ensure photorealistic results in 3D environments. The BaseColor/Albedo channel reflects the natural color palette and veining patterns, while the Normal map reveals fine surface details and subtle grain orientation. The Roughness map controls the polished smooth finish by balancing the glossy reflections, and the Metallic channel remains minimal, consistent with non-metallic stone. Ambient Occlusion enhances depth perception in crevices and veins, and the Height/Displacement map simulates the slight undulations and surface relief of natural marble, adding realism under dynamic lighting conditions. This texture is fully optimized and ready to use in Blender, Unreal Engine, and Unity, offering seamless tiling for large-scale surfaces without visible seams or distortion.
For practical use, when applying this marble surface texture in your projects, consider adjusting the UV scale to match the desired level of detail on your model, especially for architectural visualizations where large floor or wall surfaces benefit from subtle repetition to maintain realism. Fine-tuning the roughness parameter can also help adapt the polished finish to varying lighting scenarios, allowing you to achieve either a highly reflective surface or a softer matte appearance depending on the design needs. This seamless, 8K PBR marble texture is an excellent choice for designers seeking an authentic, polished stone look that combines natural beauty with technical precision for realistic renders in any high-end 3D project.
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.
