Seamless 8k pbr 3d texture of polished marble stone tile with natural veins and smooth finish free download

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

Preview — Seamless 8k pbr 3d texture of polished marble stone tile with natural veins and smooth finish

IDseamless-8k-pbr-3d-texture-of-polished-marble-stone-tile-with-natural-veins-and-smooth-finish
Tile
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR 3D texture represents a polished marble stone tile, characterized by its smooth finish and natural veining patterns. The tile’s geometric form is a classic square shape, typical of indoor floor installations, providing a timeless and elegant aesthetic. The base material is natural marble, a metamorphic rock primarily composed of calcite, which forms through the recrystallization of limestone under high pressure and temperature. Its structure features dense crystalline grains with minimal porosity, contributing to the stone’s durability and smooth surface quality. The veins visible throughout the texture are the result of mineral impurities such as iron oxides or clay, creating organic linear formations that enhance the visual complexity and realism of the material.

The composition of this marble tile texture includes the calcite substrate, with natural variations in color and translucency due to trace mineral content. In real applications, marble tiles are often cut and polished using diamond abrasives, resulting in a surface finish that is both reflective and tactilely smooth. The texture captures this polished surface by accurately mapping the BaseColor (Albedo) channel with subtle tonal shifts and vein coloration, while the Normal map simulates the fine undulations and micro-geometry of the stone surface. The Roughness map is calibrated to reflect the low surface roughness typical of polished marble, allowing for crisp light reflections without excessive glossiness. Ambient Occlusion enhances the perception of depth around the veins and edges, lending a more three-dimensional feel, whereas the Height/Displacement map subtly accentuates the marble’s natural relief and vein indentations without introducing harsh geometry.

Metallic values for marble are essentially negligible, as the stone is non-metallic, and this is accurately represented in the texture’s PBR setup. The texture’s seamless nature ensures that when tiled across large surfaces in 3D environments, such as those rendered in Blender, Unreal Engine, or Unity, there are no visible repetition artifacts or seams, maintaining visual continuity. The 8K resolution provides exceptional detail, allowing close-up renders to showcase the intricate veining and surface imperfections that contribute to authenticity. This level of detail is particularly advantageous for architectural visualizations, product renders, or virtual environments where realism is critical.

For practical use, it is recommended to adjust the UV scale to balance between tile size and visible detail, depending on the project’s context. When fine-tuning roughness, slightly increasing the roughness in areas around the veins can simulate natural wear and subtle surface texture variations, adding to realism. Additionally, blending the Height/Displacement map carefully with the Normal map can enhance depth perception without causing rendering artifacts or excessive geometry distortion. This texture is optimized for physically based rendering workflows, making it a versatile choice for realistic indoor flooring applications in both classic and contemporary designs.

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.