Forest Ground — Ground Forest Forest Dry Brown — PBR seamless 3D texture free download

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

Preview — Forest Ground — Ground Forest Forest Dry Brown — PBR seamless 3D texture

IDforest-ground-04-rough-uneven-stones-ground-forest-dry
Ground surface
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Forest Ground 04 texture is a meticulously crafted seamless 3D material designed to replicate the complex natural composition of dry brown forest terrain. This physically based rendering (PBR) texture captures the detailed interplay of organic and mineral elements found on forest floors including a rich mixture of dirt gravel stones rocks and scattered debris. Its base substrate primarily consists of weathered soil and compacted earth enriched with finely granulated organic matter and small mineral aggregates. These components are bound together with natural adhesives such as decomposed plant fibers and clay particles creating a porous yet durable surface that exhibits subtle variations in roughness and uneven topography. The color palette is dominated by muted browns and earthy tones enhanced by subtle oxide pigments and natural dyes that evoke a dry sun-exposed forest environment. The surface finish retains a slightly rough matte appearance with sporadic patches of compacted debris and gravel emphasizing the authentic tactile qualities of outdoor natural terrain.

Each PBR channel in this texture has been optimized to reflect the physical and compositional nuances of forest ground with high fidelity. The Albedo (BaseColor) map showcases the rich brown hues and natural pigment distribution while the Normal map expertly simulates the uneven relief of stones gravel and embedded organic debris giving depth to the surface details. The Roughness channel balances the matte finish of dry soil with the sporadic glossiness of smaller rock surfaces ensuring realistic light scattering and shading behaviors. Ambient Occlusion (AO) intensifies shadowing within crevices and under debris enhancing the perception of depth and complexity. Height (Displacement) data provides accurate topographical variation supporting detailed parallax effects and realistic terrain deformation in real-time engines. The texture employs a non-metallic workflow as metallic properties are negligible in natural forest ground allowing for consistent shading across various rendering pipelines.

Provided at a robust 4K resolution with an optional 8K upgrade this texture is fully tileable and compatible with leading 3D software and game engines such as Blender Unreal Engine and Unity. It supports modern PBR workflows with metal/rough calibrations to ensure reliable and consistent results without the need for manual adjustments. This makes it ideal for projects requiring both high detail and optimized performance across diverse digital content creation tools and real-time environments. For practical application it is recommended to carefully adjust the UV scale to maintain natural repetition and to fine-tune roughness values slightly depending on the specific lighting conditions and desired level of surface glossiness. Utilizing the height map for parallax occlusion mapping can greatly enhance realism when rendering uneven forest floor terrain in outdoor scenes.

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.


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