This seamless 3D texture in 8K resolution offers an ultra-high definition representation of sandy soil, expertly blending dry soil and sandy gravel elements to create a richly detailed ground surface. The base substrate reflects a natural mineral composition typical of arid, sandy environments, where fine-grained quartz and silicate minerals form the core structure. This is combined with organic binders and loosely compacted aggregates of gravel and coarse sand particles, giving the surface a heterogeneous texture with realistic porosity and visible weathering effects. The soil exhibits micro-variations ranging from powdery, crumbly fine soil to rough gravel inclusions, capturing the natural complexity of dry soil terrain with subtle variations in color and texture that make the material feel authentic and tangible.
In the PBR workflow, this sandy soil texture is meticulously crafted to deliver photorealism across all channels. The BaseColor/Albedo map highlights natural earth tones, blending pale beiges, light browns, and muted grays that reflect dry soil and gravel mixes. The Normal map enhances surface irregularities, emphasizing roughness and tiny ridges typical of weathered sandy soil and gravel fragments. Roughness values are carefully balanced to simulate the matte, powdery finish of dry soil while allowing slight reflectivity on coarse gravel particles. The Metallic channel remains minimal, as this organic and mineral mix is non-metallic, ensuring realistic light interaction. Ambient Occlusion adds depth to crevices and particle edges, reinforcing the perception of uneven, loose soil. Height/Displacement maps contribute to the tactile quality by simulating subtle elevation changes and surface undulations, essential for adding realism in close-up views and advanced rendering engines.
Designed with seamless tiling, this texture integrates flawlessly in any 3D project requiring a natural sandy soil ground surface, free from visible seams, artifacts, or unwanted shadows. Its high-resolution 8K format guarantees exceptional detail retention even when zoomed in or applied to large terrains. The texture is fully optimized and ready for use in popular platforms such as Blender, Unreal Engine, and Unity, ensuring compatibility with physically based rendering pipelines. For practical use, adjusting the UV scale to a finer level can enhance the perception of granular detail, while tuning the roughness channel allows for customization of soil dryness and surface reflectivity to suit different environmental conditions or artistic needs.
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.
