Seamless Red Laterite Soil Stones by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Red Laterite Soil Stones by Texture Haven – PBR 3D Texture (8K ready)

IDred-laterite-soil-stones-by-texture-haven-pbr-seamless-8k
Ground surface
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Red Laterite Soil Stones texture by Texture Haven captures the intricate composition and natural complexity of lateritic soil characterized by its rich red iron oxide pigments and coarse mineral aggregates. This texture emulates the earthy substrate composed primarily of iron-rich clays compacted with coarse gravel and fragmented stones exhibiting a porous yet rugged surface shaped by weathering and erosion over time. The coloration is driven by natural hematite and goethite oxide layers imparting a warm reddish-brown hue with subtle variations in tone. Surface details reveal chipped and rough stone particles embedded within softer soil creating a tactile uneven finish that is neither polished nor overly smooth but retains a natural outdoor pathway appearance. These physical and material characteristics translate seamlessly into the PBR workflow providing realistic shading across engines and rendering applications.

In the texture’s PBR maps the Base Color (Albedo) channel richly conveys the vivid red and brown earth tones highlighting the interplay of soil and stone fragments without baked lighting to maintain maximum flexibility. The Normal map accurately captures micro surface irregularities—small pebbles cracks and rough grain orientations—that give depth and tactile realism to flat surfaces. Roughness values vary to reflect natural differences between rough stone edges and softer soil patches creating convincing specular reflections when lit. The Metallic channel remains neutral as the material is non-metallic while Ambient Occlusion enhances crevices and soil depressions adding volumetric depth. Height or displacement maps reinforce the texture’s three-dimensional feel by accentuating loose gravel and terrain undulations ideal for parallax effects or tessellation in real-time engines.

Optimized for modern rendering workflows this 8K seamless texture pack is fully compatible with Blender’s Principled BSDF shader Unreal Engine (feeding Base Color Roughness Normal and AO maps) and Unity’s URP/HDRP Lit shaders. Its tileable design ensures clean repetition across large surfaces such as outdoor pathways terrains or roadbeds supporting consistent shading and natural material response across multiple platforms and engines. For best results maintain consistent texel density during UV mapping and consider using triplanar or layered tiling techniques to minimize visible repetition. Combining the Normal map with Height or Parallax can significantly enhance surface detail and realism especially on uneven terrain or gravelly ground materials.

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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