Floor Moss Damp — Floor Tiles Moss Damp Wet — PBR seamless 3D texture free download

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

Preview — Floor Moss Damp — Floor Tiles Moss Damp Wet — PBR seamless 3D texture

IDblue-floor-tiles-01-floor-moss-damp-wet-bright-walkway
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Floor Moss Damp texture presents a meticulously crafted seamless 3D surface designed to replicate the natural interaction between blue floor tiles and organic moss growth in outdoor damp environments. This tileable PBR material combines a ceramic or mineral base substrate typical of man-made pavement or brick tiles with a weathered surface finish that highlights moisture retention and dirt accumulation. The moss element introduces subtle organic fibers and porous textures enhancing the wet and damp appearance while maintaining a bright realistic look on the walkway. Colorants are carefully blended pigments and oxide layers that simulate both aged blue floor tiles and the irregular green hues of moss delivering a balanced visual complexity across the albedo channel. The texture’s roughness and height maps emphasize the surface irregularities and depth variations caused by weathering and organic growth while the normal map captures fine details of grout lines and moss fibers contributing to consistent shading in both real-time and offline renderers.

This physically based material incorporates calibrated PBR maps—Albedo (BaseColor) Normal Roughness Ambient Occlusion and Height—each optimized for modern pipelines and compatible with Blender Unreal Engine and Unity. The albedo channel reflects the interplay between the bright ceramic tile surfaces and the darker damp moss-covered areas while the roughness map balances smooth tile sections against the rough uneven moss and dirt patches. The height map introduces realistic parallax effects enhancing depth perception in close-up views without manual tweaking. Ambient Occlusion enhances the subtle shadowing in tile crevices and moss clusters creating a natural and immersive outdoor flooring effect. For high-end use cases textures are available in 4K resolution with an optional 8K upgrade ensuring crisp detail and performance scalability across digital content creation suites and game engines.

When applying this floor moss damp texture consider adjusting the UV scale to ensure the moss and tile patterns appear natural relative to the scene's scale. Fine-tuning the roughness map can further control the wetness perception making certain areas appear glossier to simulate recent rain or heavy dampness. The height map can be leveraged for parallax or displacement effects to accentuate the moss’s organic growth over the tile edges enhancing realism in walkways pavements or outdoor brick surfaces. This texture’s seamless and tileable nature ensures it adapts fluidly to various floor layouts without visible repetition making it an excellent choice for projects requiring physically based reliable and detailed materials optimized for diverse real-time and offline rendering workflows.

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.