This seamless 3D texture showcases a rough stone surface characterized by a coarse grain structure and a natural matte finish, rendered at an impressive 8K resolution using physically based rendering (PBR) techniques. The base substrate resembles a mineral-rich, sedimentary stone, composed of tightly packed aggregates with varied grain orientation that contributes to its rugged, tactile quality. Fine porosity and subtle weathering effects enhance the authenticity, giving the surface a naturally aged appearance without gloss or shine. The matte finish minimizes reflectivity, underscoring the stone’s raw, earthy essence, while subtle variations in color pigments—ranging from muted grays to soft browns—reflect mineral inclusions and oxide layers typical of natural stone formations.
In the PBR workflow, this texture’s BaseColor (Albedo) channel conveys the nuanced, uneven coloration of the rough stone, capturing both lighter and darker mineral patches with realistic gradients. The Normal map accurately simulates the coarse grain and surface irregularities, adding depth and tactile detail under varied lighting. The Roughness channel emphasizes the matte, non-reflective quality by maintaining high roughness values that diffuse highlights effectively. The Metallic channel remains near zero, consistent with a non-metallic mineral substrate, while Ambient Occlusion enhances the perception of depth by shading crevices and grain boundaries. The Height/Displacement map provides subtle elevation changes that support realistic parallax effects, making this texture ideal for terrain design, outdoor environments, and architectural visualization where natural ruggedness is essential.
Designed for seamless tiling, this 3D PBR texture allows for large, continuous surfaces without visible seams or repetitive patterns, an important feature for expansive landscape or structural projects. Its ultra-high 8K resolution ensures exceptional detail even in close-up renders, making it fully compatible and ready for popular 3D software such as Blender, Unreal Engine, and Unity. When applying this texture, adjusting the UV scale to balance the coarse grain size to the scene scale is recommended, as well as fine-tuning the roughness parameter to suit specific lighting conditions or desired wear level. Additionally, leveraging the height map with parallax or displacement settings can significantly enhance the stone’s rugged dimensionality, creating a more immersive visual experience.
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.
