Dirty Wet Moss Texture Seamless free download

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

Preview — Dirty Wet Moss Texture Seamless

Texture Info

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

The dirty wet moss texture seamless high resolution up to 8k presents an exceptionally detailed and naturalistic portrayal of moss growing thickly on weathered, porous organic substrates. This AI-generated texture simulates a complex composite material comprised of fine plant fibers intertwined with moisture-saturated soil particles, creating a richly uneven yet soft and rugged surface. The base substrate evokes a blend of decayed organic matter and mineral-rich earth, cohesively bound by subtle biofilms and natural moisture acting as adhesives. The surface finish reveals a damp, glossy sheen characteristic of freshly wet moss, with color tones ranging from deep verdant greens to muted earthy browns. These hues are enhanced by subtle pigment variations and dark oxide layers that lend the texture an authentic, aged appearance, clearly represented in the BaseColor/Albedo channel.

In the accompanying PBR maps, the intricate grain orientation and micro-porosity stand out in the Normal and Height/Displacement channels, capturing the delicate relief and soft undulations typical of living moss beds on natural substrates. The Roughness channel skillfully balances smooth, wet highlights with rough, textured patches to maintain realistic visual depth, while the Metallic channel remains minimal, reflecting the organic, non-metallic nature of the material. Ambient Occlusion enhances shadowing in crevices and clustered moss clumps, emphasizing depth and cohesion across large UV islands. This tileable dirty wet moss texture seamless high resolution up to 8k is optimized for seamless integration into modern 3D workflows, delivering exceptional clarity and detail, even on expansive surfaces.

Designed for versatility and ease of use, this AI texture dirty wet moss texture seamless high resolution up to 8k is fully compatible with Blender, Unity, and Unreal Engine, ensuring immediate application for environment art, architectural visualization, concept prototyping, and quick look development. Its AI-driven generation balances crisp micro-detail with controlled noise, avoiding repetitive patterns while preserving organic randomness in moss growth. For optimal results, it is recommended to maintain consistent texel density and uniform UV scaling to prevent stretching or distortion. Slightly increasing roughness values can further accentuate the wet, damp appearance without compromising surface detail, making this tileable dirty wet moss texture seamless high resolution up to 8k an essential material for creating realistic natural scenes with enhanced 3D preview fidelity.

The seamless dirty wet moss texture in high resolution up to 8k provides a highly detailed and realistic PBR appearance, showcasing intricate moss textures with a natural moist and weathered surface.

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.