Regolith Dusted Footprints — Dusted Footprints Path Lunar Outdoor Sand — PBR seamless 3D texture free download

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

Preview — Regolith Dusted Footprints — Dusted Footprints Path Lunar Outdoor Sand — PBR seamless 3D texture

IDmoon-footprints-01-rough-dirt-course-exterior-regolith-dusted
Footprints
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Regolith Dusted Footprints texture captures the unique composition of a lunar outdoor sand terrain meticulously designed to replicate the fine dust and rough surface of extraterrestrial regolith. This physically based material reflects a mineral-rich substrate composed primarily of pulverized rock and fine grains characteristic of the moon’s surface. The texture simulates a loosely compacted porous terrain where tiny dust particles settle unevenly around the footprints creating a naturally weathered appearance. Surface details such as subtle abrasions compacted dirt trails and faint sediment layers enhance the realism with soft gradations in color influenced by oxide layers and minimal organic impurities contributing to a muted dusty palette of grays and browns. The interplay of albedo and roughness maps accurately portrays variations in surface reflectivity and particle cohesion while the height and normal maps emphasize the depth and contour of the footprints and surrounding path.

This seamless 3D texture is optimized for modern rendering pipelines and is delivered in high-resolution 4K with an optional 8K version for high-end projects requiring exceptional detail. The PBR maps include albedo (BaseColor) normal roughness ambient occlusion and height/displacement all calibrated for consistent shading across Blender Unreal Engine and Unity. The normal map captures micro-surface irregularities and grain orientation simulating the uneven distribution of lunar dust and course regolith particles. The roughness channel is finely tuned to represent the dusty matte finish of the footprints and surrounding terrain ensuring realistic light diffusion without manual tweaking. Ambient occlusion enhances the perception of depth in crevices and depressions along the trail while the height map allows for precise parallax effects or displacement to convey the tactile feel of the terrain’s ruggedness.

Designed to deliver reliable results for exterior moon environments this tileable texture supports the metal/rough workflow and integrates well with various digital content creation tools and game engines. Its balanced detail and performance make it ideal for creating believable extraterrestrial landscapes paths and footprint trails in space-themed projects. For optimal use adjusting the UV scale to match the scene’s spatial context and fine-tuning roughness values can enhance the subtle interplay between dusted surfaces and compacted dirt elevating the overall realism of the lunar terrain. This texture is a valuable addition to any collection focused on moon footprints 01 providing a high-quality base for outdoor sand and rough terrain simulations in both real-time and offline renderers.

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.