Withered Grass — Old Weathered Grass Discolored Driedup Dry — PBR seamless 3D texture free download

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

Free textures Withered Grass — Old Weathered Grass Discolored Driedup Dry — PBR seamless 3D texture  free download

IDwithered-grass-old-weathered-grass-dead-grass-discolored-driedup
Grass
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This withered grass seamless 3D texture authentically captures the natural complexity and aged character of old weathered and dried-up grass typically found on outdoor floor surfaces. The base substrate consists predominantly of organic fibers originating from decomposed plant matter showcasing varying porosity and distinct grain orientations that create a richly textured and tactile surface. These intertwined fibers display the brittle dry qualities characteristic of dead grass where the original vibrant green hues have faded into a nuanced palette of discolored browns yellows and ochres due to prolonged exposure to sunlight wind and moisture. The weathering process imparts a subtle rough matte finish with delicate surface irregularities and fine cracks while natural pigment shifts and oxide layers contribute to realistic discoloration and color variation faithfully reflecting the intricacies of dried-up aged grass in a natural outdoor environment.

Designed for physically based rendering (PBR) workflows this texture includes a comprehensive set of maps that enhance realism and material authenticity. The albedo (BaseColor) map accurately represents the discolored organic pigments and smooth color transitions typical of withered grass while the normal map brings out fine fibrous details and surface relief adding depth and tactile complexity to the brittle grass strands. The roughness map controls the dry non-reflective matte finish ensuring light scatters softly to replicate the natural dullness of dead grass without unwanted shine. Ambient occlusion emphasizes shadowed crevices between fiber clusters increasing dimensionality and the height (displacement) map enhances parallax effects and surface relief during rendering. The texture is available in high-resolution 4K and an optional 8K version providing exceptional detail suitable for close-up views and high-end environments. It is fully tileable and optimized for seamless integration in popular engines like Blender Unreal Engine and Unity supporting both real-time and offline physically based rendering pipelines.

Ideal for natural outdoor floor surfaces this withered grass 3D texture offers a versatile and reliable solution for creating authentic weathered and dried-up grass materials in digital scenes. To achieve the best visual fidelity it is recommended to carefully adjust the UV scale to match the proportions of your scene and fine-tune the roughness map according to specific lighting conditions to enhance realism. Delivered in both PNG and EXR formats this physically based seamless and tileable texture ensures broad compatibility across diverse digital content creation workflows making it an excellent choice for projects requiring detailed natural representations of old brittle and discolored dead grass surfaces.

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.