This seamless 3D texture showcases a complex composition of foggy ground layered over dry cracked earth interspersed with mossy stone formations, rendered at an ultra-high 8k resolution to ensure exceptional detail and clarity. The base substrate simulates a weathered natural soil matrix with mineral-rich earth exhibiting characteristic desiccation cracks, combined with organic moss and lichen growth adhering to rugged stone surfaces. The texture’s materials reflect the interplay between porous, rough soil aggregates and smoother, slightly eroded stone, bound together by subtle organic adhesives such as fungal hyphae and natural resins, contributing to a realistic outdoor ground environment. Colorants include earthy browns and grays blended with muted green moss pigments and sporadic lichen whites, creating a visually atmospheric layer that evokes eerie, fog-laden Halloween landscapes.
Physically based rendering (PBR) channels are meticulously crafted to capture this material complexity: the BaseColor (Albedo) map presents the nuanced color variations of cracked earth and mossy stones without baked-in lighting, while the Normal map adds fine-grained surface detail to emphasize roughness and fissures. The Roughness channel varies across the texture, with the dry cracked earth exhibiting higher roughness due to its matte, porous nature, contrasting with the slightly smoother, damp appearance of mossy stones. Metallic values remain near zero, as the natural ground materials are non-metallic, enhancing realism. Ambient Occlusion enhances depth perception in crevices and cracks, and the Height/Displacement map provides subtle relief for parallax effects, highlighting the uneven ground surface and moss clumps.
Designed for seamless tiling across large environment applications, this texture is optimized for Blender, Unreal Engine, and Unity workflows, enabling artists to effortlessly integrate it into atmospheric outdoor scenes. It excels at creating haunted forest floors, graveyard grounds, or any eerie landscape needing a photorealistic foggy ground effect combined with dry cracked earth and mossy stone details. For best results, adjusting the UV scale to maintain natural crack sizes and tuning the roughness map can enhance the tactile realism, while employing the height channel with parallax occlusion mapping adds convincing depth without heavy geometry.
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.
