---
title: "Seamless textures and PBR materials"
nav_title: "Textures and PBR"
summary:
  - "A seamless texture is a tile whose edges match; check it by repeating it three by three and looking where the copies meet."
  - "Scenario Texture makes the tile from a prompt with Erase Seam on; PATINA Material makes the texture and five PBR maps in one run."
  - "Connect the maps to the Principled shader: base color in sRGB, every other map Non-Color, the normal map through a Normal Map node."
description: "Make a seamless tile with Scenario Texture and check it, upscale it, make a full PBR material with PATINA, learn what each map does, and connect the maps in Blender."
section: textures
order: 10
type: guide
level: Build
roles: [creator, artist, art-director, marketer, team-lead, admin, developer]
time: { read: 8, do: 15, wait: 2 }
needs: ["Credits for a texture and a material; both are cheap and quick", "Blender or a game engine to see the material under light"]
last_verified: 2026-11-11
models_checked: ["Scenario Texture", "Scenario Texture Upscale", "PATINA Material", "PATINA Image to Maps", "PATINA Material Extract"]
hero: textures/seamless-textures/ch-01-seamless-textures.webp
video: tutorials/3d-lesson-11-textures-and-pbr.mp4
video_caption: "Seamless textures and PBR"
thumb: 3d/thumbs/lesson-11-textures-and-pbr.webp
chapters:
  - { at: 0, title: "Seamless textures", image: "/media/images/textures/seamless-textures/ch-01-seamless-textures.webp" }
  - { at: 28.11, title: "Make a tile", image: "/media/images/textures/seamless-textures/ch-02-make-a-tile.webp" }
  - { at: 66.98, title: "PBR materials and their maps", image: "/media/images/textures/seamless-textures/ch-03-pbr-materials-and-their-maps.webp" }
  - { at: 132.41, title: "Connect the maps in Blender", image: "/media/images/textures/seamless-textures/ch-04-connect-the-maps-in-blender.webp" }
  - { at: 188.92, title: "Which tool when", image: "/media/images/textures/seamless-textures/ch-05-which-tool-when.webp" }
related: [pbr-materials, 3d-worlds-and-splats, skyboxes-and-360]
pdf: true
run_in: [model_scenario-texture, model_patina-material, model_patina, model_sc-upscale-flux-texture]
updated: 2026-11-11
canonical: https://learn.scenario.com/textures/seamless-textures
---

Last updated: 2026-11-11

# Seamless textures and PBR materials

> Make a seamless tile with Scenario Texture and check it, upscale it, make a full PBR material with PATINA, learn what each map does, and connect the maps in Blender.

In short:

- A seamless texture is a tile whose edges match; check it by repeating it three by three and looking where the copies meet.
- Scenario Texture makes the tile from a prompt with Erase Seam on; PATINA Material makes the texture and five PBR maps in one run.
- Connect the maps to the Principled shader: base color in sRGB, every other map Non-Color, the normal map through a Normal Map node.


This lesson makes seamless textures and PBR materials, and shows them react to light on a 3D model.

## Seamless textures

![Film still: Seamless textures](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/1c470904041189875ac8f01d75aa66afaa041e26b67bc631a34cdbe6f91bc407.webp)

A seamless texture is a tile whose edges match, so it can repeat across a floor, a wall or a hull with no visible line.

To check it, repeat the tile three by three and look where the copies meet. Here, every stone continues across the edges.

## Make a tile

![Film still: Make a tile](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/b1f96d2705ddcd9c77942e638dd4e8c73dc1f372706bdefcf3333bc6f5b75506.webp)

- **Scenario Texture** makes the tile from a prompt. Describe a material, not a scene: what it is made of, how worn it is, and a flat, top-down view in even light.
- Turn on **Erase Seam**. The example keeps the **overlap** at 128 and sets the **feather radius** to 0, so every stone stays sharp.
- **Scenario Texture Upscale** makes a tile bigger and keeps the repeat. Doubled with the **precise** preset, the three by three check still passes, but the upscale smoothed the grain of the granite, so compare it with the original before you keep it.

## PBR materials and their maps

![Film still: PBR materials and their maps](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/53944678e4d2699732f76dc19ffcd6d9050c7a171e97fbbd094cac663c592633.webp)

A color texture only says what color a surface is. A PBR material adds maps that tell the light how the surface behaves. **PATINA Material** makes the texture and five maps from one prompt, in about twenty seconds: here, worn red planks for the tugboat's hull.

- **Base color:** the color with no light or shadow.
- **Normal:** the small bumps that catch the light.
- **Roughness:** how sharp the reflections are. Light is rough, dark is shiny, so the paint shines and the bare wood does not.
- **Metalness:** white only on bare metal, so for painted wood it is all black.
- **Height:** light on raised parts, dark in the gaps.

Some engines also use an **ambient occlusion** map, which darkens the cracks. PATINA does not make one, but you can make it from the height map. Already have a flat texture? **PATINA Image to Maps** keeps it as the base color and predicts the other maps.

## Connect the maps in Blender

![Film still: Connect the maps in Blender](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/5bff562c7a0128ccbba9b52ca969c178e9b16bf51f1f316746c39ed3eaaea769.webp)

Connect each map to the **Principled BSDF**. Base color stays in **sRGB**; every other map is set to **Non-Color**. The normal map goes through a **Normal Map** node, and height through a **Bump** node. In an engine that uses smoothness, invert the roughness map.

- On a sphere under the same light, color alone looks printed on. With all the maps, the seams sink in, the paint shines and the chipped wood stays dull.
- The stone came back a little too shiny, so the minimum roughness went up to 0.5 to keep it dry.
- On the tugboat from lesson 7, the new hull floats on water made with PATINA Material from one prompt, repeated across the whole sea with no visible seam.

## Which tool when

![Film still: Which tool when](https://ufgc0c9mhl4ueq76.public.blob.vercel-storage.com/academy/059fe1e1d92b07c2e28d725dbc3cb61aa6b3e264a3a3f90f2e70e58806d287cd.webp)

- A tile from a prompt: **Scenario Texture**.
- A full material from a prompt: **PATINA Material**.
- Maps from a texture you already have: **PATINA Image to Maps**.
- From a photo of a real surface: **PATINA Material Extract**.
- A bigger tile: **Scenario Texture Upscale**.

Source: https://learn.scenario.com/textures/seamless-textures
