Seamless 8k pbr 3d texture of smooth polished slate stone tile with dark neutral tones and flat finish free download

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

Preview — Seamless 8k pbr 3d texture of smooth polished slate stone tile with dark neutral tones and flat finish

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

This seamless 8K PBR 3D texture showcases a smooth, polished slate stone tile designed with dark neutral tones and a flat finish, ideal for realistic digital material applications. The tile presents a refined geometric form, typical of square or rectangular floor tiles, arranged in a tight grid pattern with minimal grout lines. The base material is natural slate, a fine-grained metamorphic rock composed primarily of clay minerals and quartz. This substrate provides the foundation of the texture, characterized by subtle layering and natural fissures that give the stone its signature veined appearance. The smooth polished surface results from mechanical grinding and buffing, reducing surface roughness while preserving the stone’s intrinsic grain and tonal depth.

The composition of this texture includes the slate's natural mineral aggregates tightly bonded within a low-porosity matrix, minimizing weathering effects and water absorption. The binders in the physical counterpart are inherent to the geological formation, but digitally the texture simulates this cohesion through precise normal and height maps that replicate the micro-reliefs and subtle undulations of the stone surface. The flat finish is represented in the roughness map with low values, indicating a near-satin sheen without overt glossiness, suitable for indoor environments. Colorants are naturally occurring pigments within the slate, captured in the BaseColor (Albedo) map, featuring gradients of charcoal, graphite, and muted greys that contribute to a neutral palette adaptable to various design schemes.

From a PBR perspective, the BaseColor map conveys the diffuse color and subtle chromatic variations of the natural stone, while the Normal map enhances the perception of fine grain and smooth ridges, adding depth and realism under dynamic lighting. The Roughness map is finely tuned to maintain a predominantly flat finish with slight variance to simulate natural imperfections. The Metallic channel is consistently low, as slate is a non-metallic material, ensuring accurate light absorption and reflection behavior. Ambient Occlusion enriches shadow detail around tile edges and fissures, reinforcing the tile’s dimensionality. The Height/Displacement map provides additional relief for parallax or tessellation effects, allowing enhanced surface interaction in real-time engines.

This texture is fully optimized for integration with Blender, Unreal Engine, and Unity, offering high fidelity at 8K resolution that supports close-up renders and large-scale architectural visualizations. For practical use, adjusting the UV scale to match real-world tile dimensions ensures seamless repetition without noticeable tiling artifacts. When fine-tuning roughness, slight increases can emulate wear or cleaning variations, adding authenticity to the material. Combining height maps with normal maps can improve surface detail perception, especially in interactive environments utilizing parallax occlusion mapping or displacement shaders.

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

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