Seamless 3d texture pbr 8k of peat moss ground with lichen spots and organic debris free download

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

Preview — Seamless 3d texture pbr 8k of peat moss ground with lichen spots and organic debris

Texture Info

IDseamless-3d-texture-pbr-8k-of-peat-moss-ground-with-lichen-spots-and-organic-debris
CategoryGround surface
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This high-quality seamless 3D texture at an impressive 8K resolution captures the intricate details of peat moss ground, richly layered with lichen spots and scattered organic debris such as leaf litter and dead leaves. The base substrate is predominantly composed of organic peat material, characterized by its porous, fibrous structure formed from decayed vegetation accumulated over time in wetland environments. This natural matrix is bound together by a combination of moss carpet fibers and lichen crusts, which add varied textures and subtle color variations ranging from deep earthy browns and greens to pale grayish lichen tones. The surface finish appears naturally weathered and slightly rough, reflecting the damp, uneven quality of forest floor and wetland ground surfaces. Pigments within the organic matter and lichen contribute to the nuanced base color, while scattered debris introduces irregularities that enhance realism and visual complexity.

The photorealistic PBR material channels are meticulously crafted to reflect these physical characteristics. The BaseColor/Albedo map displays the rich variation in moss greens, peat browns, and lichen grays without any baked-in shadows or highlights, ensuring versatility under different lighting conditions. The Normal map emphasizes the fine fibrous texture of the moss carpet and the crusty, cracked surfaces of the lichen spots, providing depth and tactile detail. Roughness values vary naturally across the texture, with damp moss areas appearing glossier and the lichen and organic debris presenting a more matte, rough finish. The Metallic channel remains minimal or black, consistent with the organic, non-metallic composition. Ambient Occlusion enhances subtle crevices and depressions, adding depth especially where leaf litter and peat intersect, while Height/Displacement maps outline the uneven terrain, useful for parallax effects in real-time engines.

Designed for seamless tiling, this texture integrates flawlessly into 3D environments, making it ideal for realistic forest floors, wetlands, or natural ground surfaces in Blender, Unreal Engine, and Unity projects. Its neutral flat lighting and absence of shadows or text ensure maximum adaptability across various scene setups. For optimal results, adjusting the UV scale to replicate natural moss patch sizes and fine-tuning roughness values can help achieve specific moisture or weathering effects. Utilizing the height map for subtle parallax displacement will enhance the three-dimensional feel, especially in close-up renders or interactive applications. This 8K peat moss seamless PBR texture offers a versatile, richly detailed solution for artists and developers seeking authenticity and refinement in natural environment 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

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.