This seamless 3D texture showcases dry cracked soil, capturing the intricate patterns of weathered, naturally fractured earth in stunning 8K resolution. The base material simulates organic mineral-rich soil, characterized by coarse aggregates and fine grains that have undergone significant drying and erosion. The surface is interspersed with scattered dry and dead leaves, adding an organic layer that enhances the texture’s realism and narrative depth. The composition reflects a porous, brittle substrate where moisture loss causes distinct cracking and subtle surface roughness, contributing to the overall desolate and eerie ambiance ideal for haunted Halloween grounds. Coloration ranges from dark brown soil tones to muted foggy gray hues, achieved through layered pigments that simulate oxidized mineral deposits and organic decay, creating a visually compelling and spooky outdoor atmosphere.
In terms of material properties mapped to PBR channels, the BaseColor/Albedo captures the natural earth tones and faded leaf colors with high fidelity. The Normal map accentuates the uneven cracked surface and leaf veins, enhancing depth and tactile detail. Roughness is moderate to high, reflecting the dry, matte finish of parched soil and brittle leaves, while the Metallic channel remains near zero as the texture simulates non-metallic, organic terrain. Ambient Occlusion highlights crevices and fissures within the cracked earth, adding realistic shadowing to the surface topology. The Height/Displacement map defines the pronounced depth of the soil fissures and leaf edges, enabling realistic parallax or displacement effects in 3D engines. This texture is fully seamless, allowing for continuous tiling without visible borders or repetition artifacts, and it employs neutral lighting conditions to maximize versatility in various digital scenes.
Designed for high-end workflows, this dry cracked soil texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring straightforward integration into game environments or cinematic scenes. Its detailed 8K resolution preserves fine granularity and subtle color variations, making it perfect for close-up ground surfaces in horror games or atmospheric digital renderings. For optimal results, it is recommended to adjust the UV scale to balance detail density and performance, and to fine-tune roughness values slightly to match ambient lighting conditions for enhanced realism. This texture’s careful material composition and PBR mapping provide a highly realistic and immersive backdrop for spooky outdoor settings, especially those intended to evoke haunted, abandoned, or desolate landscapes during Halloween or similar themes.
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.
