Regolith Dusted Footprints — Outdoor Sand Terrain Rough Dirt Course — PBR seamless 3D texture free download

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

Preview — Regolith Dusted Footprints — Outdoor Sand Terrain Rough Dirt Course — PBR seamless 3D texture

IDmoon-footprints-02-rough-dirt-course-exterior-regolith-dusted
Footprints
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Regolith Dusted Footprints texture is a meticulously crafted physically based 3D material designed to replicate the distinct surface of rough outdoor sand terrain specifically inspired by lunar and extraterrestrial regolith conditions. This seamless tileable texture captures the complex interplay of dusted dirt garden path gravel and trail elements found on a weathered course expertly balancing fine granular details with larger footprint impressions. The base substrate mimics compacted mineral particles typical of moon footprints 02 exhibiting a porous uneven surface with subtle variations in grain orientation and natural erosion. The surface finish is matte and dusty with a worn natural patina that conveys realistic weathering from exposure to space and outdoor elements without appearing overly polished or artificial. Pigmentation is subtle and earthy reflecting muted tones of sandy beige and soft gray achieved through layered oxide and mineral-based colorants that contribute to the albedo channel’s natural variation.

Each PBR map in this texture set is thoughtfully calibrated for consistent shading across modern pipelines supporting both real-time and offline renderers. The Albedo/BaseColor map showcases the natural color distribution and dusted overlays while the Normal map provides crisp directional detail to enhance the tactile sense of roughness and dirt course irregularities. The Roughness map is finely tuned to represent the interplay between smooth compacted areas and more abrasive loose gravel patches allowing for realistic light diffusion that responds naturally to environmental lighting. Metallic values are minimal to non-existent reflecting the non-metallic mineral composition of lunar regolith. Ambient Occlusion textures deepen shadowed crevices within footprints and gravel clusters adding dimensionality and depth. Height/Displacement maps enable subtle elevation changes that can be leveraged for parallax effects or tessellation enhancing realism especially in close-up shots or interactive game environments.

This 4K resolution texture comes with an optional 8K upgrade ensuring high fidelity for demanding projects in Blender Unreal Engine and Unity. The tileable nature of the maps facilitates easy seamless repetition across expansive outdoor terrain such as courses trails and garden paths without visible tiling artifacts. For optimal results it is recommended to adjust UV scale to match the footprint size relative to the scene and fine-tune roughness values to blend naturally with surrounding materials. The height map can be used effectively for parallax occlusion mapping to emphasize the embedded footprints and subtle terrain undulations providing a tactile immersive experience in both game engines and DCC applications.

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

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