The decorative wet moss texture seamless high resolution up to 8ktexture offers an impressively detailed representation of natural moss surfaces, expertly capturing the complex organic composition and moisture-retentive qualities typical of living moss. This texture’s base substrate is composed of densely packed organic fibers, which form a porous, spongy matrix that retains water and mimics the natural ecosystem of wet moss environments. The surface finish delivers a slightly glossy, moist appearance, reflecting subtle variations in roughness and specular intensity to simulate water droplets and dampness realistically. The coloration features a rich palette of deep greens, earthy browns, and soft yellow hues, representing the natural pigment distribution and oxide layers that develop through weathering and environmental exposure, adding authenticity to its organic look.
In terms of material channels, the BaseColor/Albedo map reveals the vivid multi-hued pigments and natural color shifts, while the Normal map emphasizes the fibrous grain orientation and elevated moss clumps, enhancing surface detail and depth. Roughness values are carefully tuned to create the wet, reflective quality of damp moss, remaining low to medium to portray moisture without appearing overly slick. The Metallic channel stays near zero, appropriate for this organic, non-metallic material, and Ambient Occlusion highlights the crevices and dense moss patches, adding realistic shadowing and volume. Height or Displacement maps capture the subtle unevenness and relief of the moss mat, contributing to a convincing 3D effect in renders and 3D previews.
This tileable decorative wet moss texture seamless high resolution up to 8k is optimized for seamless tiling across large UV islands without visible repetition or artifacts, making it ideal for enhancing 3D environments, architectural visualizations, and natural surface detailing. Compatible with industry-standard software such as Blender, Unreal Engine, and Unity, this ai texture decorative wet moss texture seamless high resolution up to 8k integrates smoothly into modern workflows, providing high fidelity and versatility for environment artists and designers. For best results, it is recommended to carefully scale UV maps to preserve the natural scale and intricacy of the moss fibers and to adjust roughness or normal map intensity to simulate varying moisture levels, from freshly damp to slightly dried moss, thereby enhancing realism in any scene or 3D preview.
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.
