Dirty Green Moss Texture Seamless free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Dirty Green Moss Texture Seamless

Texture Info

IDdirty-green-moss-texture-seamless
CategoryMoss
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

The Dirty Green Moss Texture Seamless high resolution up to 8k offers a richly detailed representation of organic moss growth on natural substrates, perfectly suited for photorealistic 3D environments. This texture captures the intricate composition of moss as a living, porous layer thriving on weathered stone or aged wood surfaces. The base substrate appears mineral-like with subtle variations characteristic of rough, natural rock or decayed timber, exhibiting fine granularity and micro-roughness. The moss itself forms an irregular yet seamless mat of fibrous organic material, with varying densities and moisture-retentive qualities. Pigments range from muted olive greens to darker, almost blackened patches where dirt and moisture accumulate, reflecting the natural oxidation and pigment layering found in such environments. The surface finish is matte with slight dampness, avoiding any glossy or metallic reflections, which enhances realism in shaded or diffused lighting conditions.

In terms of Physically Based Rendering (PBR) channels, the BaseColor/Albedo map showcases the subtle gradient of dirty green hues combined with earth tones that simulate accumulated dirt and organic matter. The Normal map emphasizes fine surface irregularities and the moss’s filamentous structure, creating convincing depth and volume without excessive distortion. The Roughness channel is calibrated to reflect the natural softness and moisture variance of moss, producing a predominantly matte surface with localized rough patches mimicking dry or coarse material. Since this is a natural organic texture, the Metallic channel remains near zero, reinforcing the non-metallic nature of moss and substrate. Ambient Occlusion enhances crevices and dense moss clusters, adding shadow depth that improves visual separation. The Height/Displacement map subtly elevates moss tufts and depressions in the underlying surface for enhanced parallax effects and realistic surface breakup in close-up views.

Designed for seamless tiling, this tileable dirty green moss texture high resolution up to 8k allows expansive coverage of large-scale environments without visible pattern repetition. Its exceptional resolution ensures micro-details are preserved even in close camera angles, making it ideal for real-time scenes, cinematic renders, level dressing, and detailed material studies in Blender, Unreal Engine, and Unity with minimal setup. For optimal results, it is recommended to adjust the UV scale to maintain natural moss clustering density and combine the texture with a subtle ambient occlusion pass. Additionally, tuning roughness values slightly higher can prevent over-sharpening and create a more believable organic surface. This AI-generated texture pipeline prioritizes structural consistency and micro-detail fidelity, delivering a production-ready moss texture that integrates seamlessly into diverse 3D workflows.

This tileable dirty green moss texture seamless high resolution up to 8k offers a highly detailed, AI-generated moss texture with a realistic PBR appearance, perfect for 3D preview and integration into various materials requiring seamless dirty green moss texture seamless high resolution up to 8k quality.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.