This photorealistic 3D PBR texture showcases a seamless pattern of circular droplets delicately resting on wet grass blades, rendered at an impressive 8K resolution. The organic base substrate is natural grass composed of slender, fibrous blades with subtle curvature and fine vein structures, capturing the intricate grain orientation typical of fresh vegetation. Moisture accumulates as water droplets that exhibit realistic surface tension and a believable wetness gradient, enhanced by slight variations in droplet size and shape. The texture’s surface finish mimics the natural glossiness of wet foliage, where droplet highlights and reflections dynamically interact with light to produce a vivid, lifelike appearance. This effect is supported by carefully calibrated shadowing around the droplets, reinforcing depth and dimensionality in close-up views, perfect for high-detail environmental renders.
Within the PBR workflow, the BaseColor (Albedo) channel faithfully reproduces the rich green hues of the grass interspersed with transparent, refractive water droplets that subtly modulate color saturation. The Normal map captures the fine microstructure of the grass surface and the rounded contours of each droplet, enhancing tactile realism by simulating light interaction with surface irregularities. The Roughness channel varies smoothly between the matte texture of the grass blade surfaces and the glossy, reflective sheen of the droplets, emphasizing natural wetness. Metallic values remain at zero, reflecting the non-metallic organic nature of the subject. Ambient Occlusion adds soft shadows in crevices between blades and beneath droplets, increasing the perceptual depth. Height (Displacement) maps convey subtle elevation differences, such as raised droplets and blade curvature, enabling accurate parallax effects and tessellation when needed.
Designed for seamless tiling, this texture integrates effortlessly into Unreal Engine, Blender, and Unity projects, providing artists and developers with a versatile asset for natural environments requiring ultra-high detail. Its 8K resolution ensures exceptional clarity even in extreme close-ups, making it ideal for scenes showcasing wet vegetation under varying lighting conditions. For optimal results, adjusting the UV scale to fine-tune droplet density can help avoid repetition artifacts, while carefully controlling roughness values allows customization of wetness intensity—from lightly damp to freshly soaked appearances. Incorporating the displacement map with parallax occlusion techniques further enhances realism by adding tangible depth to droplets and grass blades without excessive geometry.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
