This seamless 3D texture showcases a richly detailed mossy ground surface, captured in stunning 8K resolution for photorealistic natural forest floor scenes. The base substrate consists primarily of organic soil mixed with mineral aggregates, lending a porous, earthy foundation that supports dense moss layers and scattered lichen growth. The moss itself appears lush and vibrant, with varying shades of green and subtle patches of grass interwoven throughout. Dead leaves and small twigs are naturally embedded within the surface, adding complex organic debris that enhances realism. Weathering effects such as moisture retention, soil compaction, and slight decay are visible, giving the texture a convincing aged and lived-in appearance. The surface finish is matte with soft diffuse reflections, typical of forest ground exposed to neutral lighting conditions, and no metallic elements are present, emphasizing its natural origin.
The PBR channels are meticulously crafted to represent these material properties accurately. The BaseColor (Albedo) map captures the true color variations of moss, lichen, soil, and organic debris without baked shadows, ensuring versatile lighting adaptability. The Normal map adds fine detail to the moss fibers, leaf veins, and soil aggregates, creating depth and tactile roughness. Roughness values vary across the texture, with softer moss areas exhibiting higher roughness and the occasional damp soil patches showing subtle decreases to simulate moisture effects. The Metallic channel is consistently black, reflecting the absence of metal content in this organic surface. Ambient Occlusion enhances shadowing in crevices between moss clumps and under leaves, boosting realism. Height/Displacement maps provide subtle surface undulations, improving parallax effects and contributing to a natural forest floor topology when rendered in compatible engines.
Designed for seamless tiling, this texture covers large areas without visible repetition, making it ideal for woodland and nature applications in Blender, Unreal Engine, and Unity projects. The extremely high 8K resolution ensures crisp detail for close-up renders while remaining optimized for modern real-time workflows. For best results, it is recommended to adjust the UV scale to maintain natural proportions of moss and organic debris, avoiding overly stretched or compressed appearances. Additionally, fine-tuning the roughness parameter can help simulate varying moisture levels on the ground surface, from dry patches to freshly dampened soil, enhancing environmental storytelling in your scene.
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.
