This seamless 3D texture in 8K resolution presents an authentic pebble surface intricately combined with mixed soil and small stones, crafted to deliver outstanding photorealism for diverse 3D projects. The base substrate consists of naturally weathered mineral aggregates and fine to coarse gravel particles embedded within crumbly, loose organic soil, reflecting a terrain shaped by environmental exposure. The composition features a balanced blend of mineral pebbles and soil binders that simulate natural cohesion while maintaining visible porosity and micro-variations. The surface finish is matte and slightly rough, capturing the nuanced texture of both smooth stones and grainy dirt patches without any polished or reflective overlays, resulting in a realistic ground material ideal for outdoor scenes and natural environments.
In PBR terms, this pebble-rich texture leverages detailed BaseColor/Albedo maps showcasing subtle earth tones, including muted browns, grays, and occasional warmer hues from the soil and pebbles’ mineral content. The Normal map precisely encodes the surface depth and micro-geometry, highlighting the unevenness of loose gravel and embedded stones. Roughness values emphasize the non-metallic nature of the terrain, with higher roughness on soil patches and slightly lower roughness on smoother pebble surfaces to reflect their tactile differences. The Metallic channel remains near zero, consistent with the organic and mineral composition. Ambient Occlusion enhances shadowing in crevices between stones and soil grains, while Height/Displacement maps provide authentic depth cues suitable for parallax or tessellation workflows. This texture is expertly optimized for seamless tiling without visible edges, ensuring it integrates flawlessly into any 3D environment.
Available at ultra-high 8K resolution, this texture is fully Unreal, Blender, and Unity ready, allowing seamless import and immediate use with physically based rendering workflows. It supports realistic ground rendering in terrains requiring rich pebble details combined with natural soil variation, perfect for architectural visualization, game design, or film production. For optimal results, adjust the UV scale to maintain natural pebble sizes and fine-tune roughness to match lighting conditions, enhancing the tactile perception of the surface. Utilizing the Height map with parallax occlusion can further elevate realism by adding depth to stones and soil patches without heavy geometry. This texture provides a versatile, high-quality solution for authentic ground visuals featuring pebbles, mixed soil, and small stones in diverse digital environments.
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.
