Leaves Twigs — Moss Sticks Leaves Twigs Autumn Mossy — PBR seamless 3D texture free download

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

Preview — Leaves Twigs — Moss Sticks Leaves Twigs Autumn Mossy — PBR seamless 3D texture

IDforest-leaves-02-moss-sticks-leaves-twigs-autumn-mossy
Moss
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Leaves Twigs — Moss Sticks Leaves Twigs Autumn Mossy texture is a meticulously crafted seamless physically based 3D material designed to authentically replicate the intricate organic composition of a forest floor in autumn. The core substrate features a natural blend of decayed plant debris and woody fibers weathered by outdoor exposure to reveal diverse porosity and layered textures. Embedded within this substrate are fibrous aggregates formed by fine moss patches moss-covered sticks and scattered twigs each displaying subtle grain orientation that enhances realism. The surface finish balances a soft matte appearance with occasional glossy highlights simulating moisture saturation on mossy patches contrasting with the drier rough texture of fallen leaves and twigs. Colorants range from muted autumn browns and rich mossy greens to earth-toned pigments faithfully represented in the albedo channel to capture the natural color variation and diffuse light response seen throughout leaf litter and organic plant debris on the forest floor.

The texture package includes comprehensive PBR maps optimized for modern 3D pipelines and real-time engines such as Blender Unreal Engine and Unity. The Normal map accurately defines the delicate relief of mossy patches bark ridges leaf veins and twigs adding depth and tactile detail without increasing polygon counts. Roughness maps govern surface reflectivity differentiating damp moss from dry sticks and leaves while the Ambient Occlusion channel enhances shadow definition within crevices and layered organic matter. The Height map supports parallax occlusion techniques intensifying the perception of depth across moss-covered twigs and leaf litter. This texture follows a metal/rough workflow but remains non-metallic to reflect its purely organic origins. Available in 4K resolution with an optional upgrade to 8K the material delivers reliable high-fidelity results suitable for both close-up renders and expansive terrain applications.

When applying this seamless tileable PBR texture adjusting the UV scale is recommended to preserve the natural proportions of moss patches twigs and fallen leaves ensuring crisp detail across the forest floor. Fine-tuning the roughness values can help balance wet and dry areas realistically enhancing the overall outdoor terrain look. Utilizing the height map for parallax occlusion mapping adds convincing dimensionality to mossy sticks and leaf litter without increasing geometry complexity making this texture ideal for creating immersive natural environments that capture the essence of autumn woodland floors and organic plant debris.

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.