Volcanic Rock — Rock Mosaic Rough Rocks Rock Mosaic — PBR seamless 3D texture free download

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

Preview — Volcanic Rock — Rock Mosaic Rough Rocks Rock Mosaic — PBR seamless 3D texture

IDvolcanic-rock-tiles-wall-rocks-rock-mosaic-rough-volcanic-rock
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture captures the rugged and intricate composition of volcanic rock tiles making it an exceptional material choice for realistic wall and rock mosaic surfaces in digital projects. The base substrate is modeled after dense mineral-rich volcanic rock characterized by interlocking crystalline structures that create natural porosity and a tactile roughness. Embedded within this natural stone foundation are subtle man-made elements—simulated binders and adhesives—that conceptually represent how volcanic fragments are cemented together in mosaics. The surface finish balances raw weathered textures with slight smoothing in areas exposed to erosion revealing a natural mosaic pattern rich in geological complexity. The color palette is driven by authentic oxide layers and mineral pigments resulting in warm earth tones with nuanced variation across the albedo channel ensuring lifelike color fidelity and surface detail.

As a physically based rendering (PBR) material this tileable volcanic rock texture includes a full suite of maps—albedo (BaseColor) normal roughness ambient occlusion and height—available in high resolutions up to 8K with a default 4K option to suit various workflows. The albedo map provides accurate shadow-free base colors that reflect the stone’s mineral diversity and oxide staining. The normal map adds fine-grained surface intricacies and depth capturing the rugged geometry typical of volcanic rock mosaics. Roughness maps delineate the subtle reflectivity differences between porous matte stone areas and smoother weathered patches enhancing realism under dynamic lighting conditions. Ambient occlusion highlights crevices and grout lines improving spatial definition without manual adjustment while the height map supports advanced displacement and parallax effects essential for realistic tactile surfaces in Blender Unreal Engine and Unity environments.

Optimized for seamless tiling this volcanic rock 3D texture ensures consistent shading and reliable performance across multiple platforms using a metal/rough workflow carefully calibrated for accurate light interaction. The texture’s natural surface complexity and man-made mosaic characteristics make it particularly suited for creating authentic volcanic rock tiles and rough stone walls in contemporary 3D scenes. For best results adjusting the UV scale to match specific architectural dimensions and fine-tuning roughness values can simulate varying surface conditions such as wetness or weathering enhancing visual depth and realism in both real-time and offline rendering pipelines.

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.