Seamless 8k pbr 3d texture of smooth polished travertine tile with neutral tones and subtle veining free download

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

Preview — Seamless 8k pbr 3d texture of smooth polished travertine tile with neutral tones and subtle veining

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

This seamless 8K PBR 3D texture captures the refined appearance of smooth, polished travertine stone tiles, characterized by their natural neutral tones and delicate veining patterns. Travertine, a form of limestone deposited by mineral springs, typically exhibits a porous, fibrous structure, which is carefully sealed and filled during finishing to achieve the polished surface seen here. The tile’s geometric form is a classic square shape, arranged in a uniform grid pattern that emphasizes subtle linear veining and natural variations within each tile, creating a timeless and elegant flooring solution for indoor environments.

The underlying material composition of this texture reflects authentic travertine’s mineral-rich substrate, primarily composed of calcium carbonate aggregates bound by natural cementitious materials. In practical applications, these tiles are often treated with polymeric fillers and sealants to reduce porosity and enhance durability, which is represented in the texture's smooth, low-roughness surface finish. The polished surface finish introduces a gentle gloss, captured through the PBR roughness channel to simulate light reflections accurately. The BaseColor (Albedo) channel conveys the nuanced beige, cream, and soft taupe hues typical of travertine, while the subtle veining is detailed in the Normal and Height maps to provide realistic depth and relief variations without harsh contrasts.

The PBR texture set includes well-calibrated maps for Normal, Roughness, Ambient Occlusion, and Height/Displacement, ensuring photorealistic rendering across multiple platforms. The Ambient Occlusion channel enhances shadowing in the tile grout lines and stone crevices, adding depth to the seamless tiling effect. The Metallic channel is set to zero, as travertine is a non-metallic stone material. The Height map gently accentuates the natural pits and veins characteristic of travertine’s microstructure, allowing for subtle parallax or displacement effects when used in engines such as Blender, Unreal Engine, or Unity. This high-resolution 8K texture ensures detailed close-up views without pixelation, supporting professional-grade visualization in architectural visualization and game environments alike.

For practical usage, it is recommended to adjust the UV scale to maintain natural tile dimensions relative to the scene, as improper scaling can lead to exaggerated or diminished veining details. Additionally, fine-tuning the roughness parameter can help balance the polished glossiness to match lighting conditions or stylistic preferences, while blending height and normal maps can further enhance surface realism by combining micro-detail with overall relief. This texture is optimized for seamless tiling, allowing continuous coverage without visible seams or repetition artifacts, making it an ideal choice for classic indoor floor tile applications requiring authentic stone material representation.

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.


::contentReference[oaicite:0]{index=0}

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