This seamless 3D texture presents an ultra-high-resolution 8K chalky powdery limestone surface, showcasing the natural granular and sandy composition of porous limestone rock. The base substrate consists primarily of fine mineral grains bound together by natural calcite cement, creating a visibly porous and weathered stone matrix. The texture’s matte, flat finish reveals subtle pitted imperfections and uneven grain orientation typical of aged limestone, with surface features enhanced by natural weathering effects such as worn edges, hairline cracks, and rough, grainy deposits. Fine particles and powdery residues add to the realistic tactile impression, while muted earth tones and soft color variations reflect natural oxide layers and mineral pigments within the stone.
In terms of PBR material channels, the BaseColor/Albedo map captures the stone’s chalky off-white and beige hues, interspersed with subtle sandy speckles and dirt accumulation. The Normal map defines the intricate porous relief and rough grain structure, providing convincing depth and surface detail without harsh glossiness. The Roughness channel emphasizes the matte, non-reflective quality of the limestone’s weathered finish, while the Metallic map remains minimal, appropriate for a non-metallic natural stone. Ambient Occlusion enhances shadowed crevices and pore depth, increasing realism in architectural visualization and game environments. Height/Displacement maps accurately represent the surface’s micro-variations, pitting, and cracking, allowing for dynamic parallax and tessellation effects in engines like Unreal, Blender, and Unity.
Designed for seamless tiling with no visible repetition, this texture guarantees continuous detail across large surfaces, making it ideal for natural stone applications in archaeological reconstructions, exterior facades, or detailed gaming environments. Its high resolution and PBR-ready quality ensure compatibility and ease of integration with modern 3D workflows. For optimal results, consider adjusting the UV scale to balance the granular texture size relative to your model and fine-tuning the roughness values to match specific environmental lighting conditions, enhancing the natural matte appearance of chalky limestone surfaces.
The limestone porous texture, captured in 8k resolution, provides an unreal Blender-ready material that accurately represents the intricate surface details and natural PBR appearance.
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.
