This seamless 3D texture presents a highly detailed rocky ground surface featuring deep impressions of animal tracks and footprints, captured at an impressive 8K resolution. The base substrate is composed of natural mineral-rich rock formations interspersed with organic soil patches, which have been visibly disturbed by various paw and hoof prints. The interplay of coarse rock grains and finer soil aggregates creates a complex porous structure, exhibiting subtle weathering effects such as micro-cracks and erosion patterns. The surface finish reflects a natural matte appearance with slight roughness variations, enhancing the tactile realism of rugged terrain. Pigment variations and oxide layers within the stone contribute to the nuanced color palette seen in the BaseColor channel, blending earthy browns and grays with occasional reddish hues typical of mineral deposits.
Within the PBR workflow, this texture excels across multiple channels to convey a convincing physical material response. The Normal map captures the intricate depth and sharp outlines of each animal track, emphasizing the uneven surface geometry and footprint depth with precise detail. Roughness maps vary across the rocky and soil areas, reflecting the contrasting friction between solid stone and loose earth, while the Metallic channel remains minimal to represent the non-metallic nature of the ground. Ambient Occlusion enhances shadowing inside the deeper impressions, adding dimensionality and grounding the animal tracks realistically. The Height/Displacement map accurately portrays the significant depth of the footprints, supporting advanced parallax or tessellation effects in real-time engines.
Ideal for mountain and rocky biome visualizations, this photorealistic PBR texture is perfectly optimized for use in Unreal Engine, Blender, and Unity workflows, ensuring seamless integration into 3D environments. Its high-resolution detail allows for close-up inspections without loss of fidelity, making it suitable for both game development and cinematic renderings. For practical application, adjusting the UV scale to match the size of the animal tracks in your scene will maximize realism, while fine-tuning the roughness parameter can simulate varying wetness or dryness of the terrain surface. This texture offers a versatile and natural solution for creating immersive scenarios involving rugged terrain with authentic animal track interactions.
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.
