This seamless 3D texture presents an ultra-high-definition 8K resolution portrayal of a peat moss ground surface, intricately layered with rich organic soil and humus. The base substrate is predominantly organic, composed of decomposed plant matter characteristic of peat-rich environments, combined with mineral soil particles that add structural complexity. This composition creates a nutrient-dense earth appearance, featuring visible soil aggregates, fibrous root patches, and subtle variations in porosity and moisture content. The texture’s surface finish mimics natural weathering with a slightly rough, matte quality that reflects the heterogeneous nature of swampy and bog terrain, where organic decay and mineral sediment intermix over time. The color palette is dominated by deep browns and muted greens, enhanced by natural pigments and humic substances that give the ground its distinctive dark, earthy tone.
In the physically based rendering (PBR) workflow, this texture is carefully mapped across multiple channels to ensure photorealism and versatility. The BaseColor (Albedo) channel captures the nuanced colors of peat moss and humus layers, blending dark organic hues with subtle gradients of soil and root material. The Normal map emphasizes the surface’s fine details, including the fibrous textures of moss and the uneven terrain of organic soil clumps, while the Height (Displacement) map adds realistic depth, accentuating the layered soil structure and peat deposits. The Roughness channel reflects the natural matte finish with moderate variability, simulating wet and dry patches typical of swampy ground. Ambient Occlusion enhances shadowing in crevices between soil aggregates and roots, reinforcing texture depth without metallic reflections, as the Metallic channel remains minimal, consistent with the non-metallic, organic composition.
Designed for seamless tiling with natural variation, this texture is optimized for use in Blender, Unreal Engine, and Unity, making it ideal for creating immersive swamp, bog, or forest floor environments in 3D scenes. Its consistent neutral lighting ensures reliable integration across diverse lighting conditions, maintaining the authentic look of peat moss and organic soil layers without color shifting. For best results, it is recommended to adjust the UV scale to match environmental context—scaling up the texture for wide terrain surfaces to preserve detail and avoid repetition, and fine-tuning roughness settings to simulate moisture levels, enhancing realism in dynamic weather scenarios or interactive applications.
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.
