The detailed wet moss texture seamless high resolution up to 8k offers an exceptionally realistic organic surface, capturing the intricate composition of moss growing on natural substrates. This texture emulates a lush, moisture-rich moss layer thriving on porous, weathered organic and mineral bases, where tiny fibrous moss strands intertwine with fine granular soil particles and decayed plant matter. The surface finish reflects a naturally damp environment, exhibiting subtle specular highlights and soft reflections typical of wet moss. Colorants in this texture range from deep emerald greens to muted olive and brown tones, representing pigment variations caused by moisture content and environmental exposure. The binders and adhesives are visually simulated by fine rootlets and mycelial networks, creating cohesion across the moss mat and underlying substrate, while the texture’s porosity and slight surface irregularities give it a tactile authenticity that enhances realism in 3D scenes.
In physically based rendering (PBR) workflows, this tileable detailed wet moss texture seamless high resolution up to 8k excels by integrating essential material channels that boost believability. The BaseColor/Albedo map showcases the nuanced green and brown hues with subtle color shifts from light to shadow, reflecting chlorophyll-rich moss blades and damp soil. The Normal map simulates the delicate fiber orientation and uneven surface topology, emphasizing the moss’s soft, plush structure and the underlying granular substrate. Roughness maps finely balance the wetness, depicting patches of glossy, moisture-laden surfaces alongside drier, matte areas, while the Metallic channel remains minimal, as moss is non-metallic. Ambient Occlusion subtly enhances crevices and dense moss pockets, deepening shadow detail, and the Height/Displacement map accurately conveys the moss’s raised, plush form and the ruggedness of the base surface, providing depth for parallax or tessellation effects.
Designed for seamless tiling and optimized for modern pipelines, this texture’s high resolution up to 8k ensures sharp detail retention even on large UV islands, making it perfect for architectural visualization, game environments, product mockups, and interior staging. It integrates effortlessly into Blender, Unreal Engine, and Unity, delivering predictable, repeatable results across different platforms. For best results, users should maintain consistent texel density and uniform UV scaling to minimize pattern distortion and stretching. Additionally, adjusting roughness values can fine-tune the wet look intensity, allowing you to customize the moss’s moisture appearance to suit various lighting conditions and stylistic needs in your 3D projects.
The seamless detailed wet moss texture in high resolution up to 8k offers a realistic PBR appearance with intricate moss textures, supported by an AI texture engine and a 3D preview for precise material evaluation.
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.
