This seamless 3D texture features a highly detailed tactile plate composed of circular bumps arranged uniformly across a glossy finish stainless steel surface. The base material is premium stainless steel, known for its inherent corrosion resistance and exceptional wear durability, making it ideal for heavy-duty industrial-style applications. The glossy finish creates a polished, reflective surface that not only enhances visual appeal but also improves visibility in various lighting conditions. This reflective quality is balanced by the texture’s design, which provides practical slip resistance through the raised circular bumps, offering both safety and aesthetic functionality.
In terms of material composition, the stainless steel substrate forms a solid metallic base characterized by a smooth, mirror-like polish that naturally reflects ambient light. The circular bumps add a three-dimensional relief, contributing to the surface’s roughness and height variations. These tactile elements are accurately represented in the PBR channels: the BaseColor/Albedo captures the subtle steel hues and reflections, the Normal map defines the intricate bump geometry, Roughness controls the glossiness and tactile feel, Metallic emphasizes the steel’s reflective metal qualities, and Ambient Occlusion enhances the depth and shadowing around each bump. The Height/Displacement channel further accentuates the raised circular patterns, ensuring realistic light interplay and shadow casting in 3D environments.
This texture is rendered in ultra-high 8K resolution, guaranteeing exceptional clarity and detail suitable for close-up visualizations in Blender, Unreal Engine, and Unity projects. Its seamless nature allows for effortless tiling without visible repetition, making it perfect for extensive surfaces such as station platforms, sidewalks, or industrial flooring. For optimal results, users are advised to adjust the UV scale to match the real-world size of the tactile bumps, and to fine-tune the Roughness map to balance glossiness and grip depending on the environment’s lighting and safety requirements.
Overall, this PBR texture combines the robust durability of stainless steel with the functional design of tactile circular bumps, creating a wear-resistant, anti-skid surface that meets both safety and aesthetic demands. Its realistic material channels and high-resolution detail make it a versatile asset for architectural visualization, industrial design, and game development, providing a seamless blend of form and function in a sleek, modern metallic finish.
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.
