The aged wet moss texture seamless high resolution up to 8ktexture offers an exquisitely detailed representation of natural moss growth on organic substrates, capturing the complex interplay between moisture, decay, and fibrous plant matter. This tileable aged wet moss texture seamless high resolution up to 8k features a dense mat of moss fibers intricately intertwined with fine organic debris and moisture-retaining elements, resting on an earthy, porous base that mimics decayed wood or weathered stone. The substrate’s rough, irregular surface enhances the realistic adhesion of moss strands, while natural binders such as resins and water create a subtle glossy finish that conveys a freshly dampened, aged appearance. The color palette shifts naturally from deep, lush greens to muted ochres and browns, reflecting mineral deposits and organic decomposition, which together provide a tactile, weathered character emblematic of moss exposed to environmental conditions over time.
Within physically based rendering (PBR) channels, this ai texture aged wet moss texture seamless high resolution up to 8k excels in delivering lifelike material properties essential for high-fidelity 3D preview and integration. The BaseColor/Albedo map reveals nuanced color variation with moss greens blending seamlessly into earthy browns and soft ochres, essential for realistic shading. The Normal map emphasizes the fibrous texture of moss and the substrate’s roughness, creating convincing depth and tactile relief under dynamic lighting. Roughness values vary across the surface, accurately portraying wet, reflective patches alongside drier, matte areas, while the Metallic channel remains close to zero, consistent with the organic, non-metallic nature of moss and its substrate. Ambient Occlusion enhances shadowing in crevices and dense moss clusters, adding dimensionality, and the Height/Displacement channel captures subtle surface undulations and fiber detail, ideal for displacement or parallax effects that boost realism in close-up views.
Rendered at resolutions up to 8k, this seamless aged wet moss texture seamless high resolution up to 8ktexture ensures exceptional clarity and sharpness necessary for demanding real-time 3D engines such as Blender, Unity, and Unreal Engine. The high resolution preserves intricate detail even at close range, making it perfectly suited for cinematic environments, natural scene dressing, and detailed material studies where photorealism is paramount. Stability and visual clarity are meticulously maintained to avoid common repetitive artifacts, ensuring predictable, high-quality results across diverse projects. For optimal application, it is recommended to maintain consistent UV scale across assets and fine-tune the roughness parameters carefully to balance the interplay between wet and dry moss patches, preserving natural variation and enhancing environmental immersion in 3D scenes.
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.
