The Dirty Autumn Leaves Texture Seamless high resolution up to 8ktexture captures the intricate composition of decayed organic matter scattered across natural ground surfaces during the fall season. This AI texture features a detailed base substrate of decomposed leaf material combined with soil particles and subtle fibrous veins, creating a richly layered organic polymer matrix. The surface finish mimics weathered, slightly moist leaves with patches of dirt and natural wear, exhibiting varied porosity and fine grain orientations that reflect natural leaf degradation. Pigmented with earthy browns, muted yellows, and deep reds, the colorants simulate natural pigments and slight oxidation effects, resulting in a visually convincing autumnal foliage texture ideal for realistic environment art and architectural visualization workflows.
In physically based rendering (PBR) channels, this seamless dirty autumn leaves texture high resolution up to 8k excels by providing a highly detailed BaseColor/Albedo map that conveys the complex color variations and subtle dirt overlays. The Normal map emphasizes micro-structure and veins for enhanced surface breakup, while the Roughness channel replicates the uneven wetness and dry patches typical of fallen leaves, yielding natural light scattering and reflections. The Metallic channel remains minimal, accurately reflecting the organic, non-metallic nature of the substrate, and the Ambient Occlusion map adds depth to crevices and overlaps, enhancing realism. Height/Displacement maps subtly define raised veins and curled edges, perfect for adding parallax effects or subtle surface relief in 3D applications.
Designed to accelerate foliage workflows, this tileable dirty autumn leaves texture seamless high resolution up to 8k is fully compatible with Blender, Unity, and Unreal Engine, requiring minimal setup for immediate use. Its flawlessly tiled pattern allows for extensive surface coverage without visible seams, maintaining consistent detail across large terrains or props. For optimal results, it is recommended to combine this texture with a subtle ambient occlusion pass and a light normal map overlay to enhance micro-detail without oversharpening. Adjusting the roughness slightly can help achieve the desired wet or dry leaf surface effect, while fine-tuning UV scale ensures natural repetition and avoids pattern stretching in scene applications.
This AI-generated seamless dirty autumn leaves texture offers a high resolution up to 8K with detailed foliage textures and a realistic PBR appearance, perfectly showcased in the included 3D preview.
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.
