Seamless 8k pbr 3d texture of matte glazed handmade decorative moroccan tile with geometric pattern free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless 8k pbr 3d texture of matte glazed handmade decorative moroccan tile with geometric pattern

IDseamless-8k-pbr-3d-texture-of-matte-glazed-handmade-decorative-moroccan-tile-with-geometric-pattern
Tile
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8k PBR texture depicts a handmade Moroccan tile characterized by its matte glazed surface and intricate geometric pattern. The tile’s base material is traditional ceramic, composed of a fine-grained clay substrate fired at high temperatures to achieve structural rigidity and durability. The ceramic body is dense yet retains slight porosity, which subtly influences the tile’s tactile quality and appearance under varied lighting conditions. The glaze applied is a matte finish, achieved by using a finely milled mixture of silica and alumina, with minimal flux to prevent glossiness. This matte glaze softly diffuses reflections, enhancing the handcrafted aesthetic and emphasizing the subtle irregularities inherent in artisan tile production.

The decorative pattern follows classic Moroccan geometric motifs, featuring interlaced polygons and star shapes arranged in a tessellated formation. This complex design is traditionally created via hand-painting or stencil application before glazing, resulting in slight variations that add authenticity and texture depth. Colorants used in the glaze include natural mineral oxides—such as cobalt for blues, iron for reds and browns, and chromium for greens—embedded within the matte glaze layer, providing rich yet muted hues. The tile’s edges are slightly rounded due to wear and firing shrinkage, contributing to a realistic sense of age and use. The pattern itself is best described as a tessellated square tile with geometric relief, where subtle height variations are present to simulate the hand-applied surface texture.

In PBR terms, the BaseColor (Albedo) map captures the detailed coloration and pattern, including subtle color shifts and mineral speckling. The Normal map encodes the delicate surface undulations, such as the hand-formed edges and glaze texture, adding realistic light interaction. Roughness is tuned high to reflect the matte quality of the glaze, ensuring minimal specular highlights and a soft, diffuse reflection. The Metallic map is uniformly zero, consistent with ceramic materials lacking metallic content. Ambient Occlusion enhances the perception of depth in the geometric recesses and tile joints, while the Height/Displacement map provides fine relief for parallax effects, simulating the subtle raised pattern and glaze thickness variations.

This 8k resolution texture is designed for high-fidelity use in Blender, Unreal Engine, and Unity, offering exceptional detail for close-up renders and architectural visualizations. Its seamless nature allows for flawless tiling over large surfaces without visible repetition, ideal for indoor floor and wall applications. For optimal results, it is recommended to adjust the UV scale to match the intended tile size precisely and to fine-tune roughness values to balance between matte and slightly satin finishes depending on lighting conditions. Additionally, blending the height map with normal maps can enhance the perception of dimensionality without excessive geometry displacement, maintaining performance efficiency in real-time engines.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.