The patterned wet moss texture seamless high resolution up to 8ktexture offers an exceptionally detailed and lifelike representation of moist moss thriving on porous, natural substrates like aged stone and decayed wood. This richly layered organic surface showcases fine fibrous moss strands intricately intertwined with subtle mineral particles and organic debris, forming a composite material that embodies the complex interplay of nature’s elements. The texture captures the damp, slightly glossy finish characteristic of wet moss, where moisture clings to the surface and interacts with natural pigments and oxidation processes to produce a color palette dominated by deep greens, complemented by subtle browns and yellow ochres. The base substrate’s texture—whether rough stone or weathered wood—is faithfully rendered with variable porosity, replicating the natural water retention and light diffusion that contribute to the moss’s wet appearance. Natural adhesion is simulated through underlying binders that hold the moss fibers firmly to the surface, creating an authentic tactile experience.
In terms of physically based rendering (PBR) channels, the BaseColor/Albedo map balances vibrant moss greens and muted earth tones, preserving the natural color variation of wet moss without oversaturation. The Normal map enhances depth by emphasizing the three-dimensionality of fibrous clumps and the subtle undulations of the underlying substrate, adding realism when illuminated. Roughness values are carefully calibrated to reflect the damp, slightly reflective nature of wet moss, avoiding excessive glossiness while conveying moisture presence accurately. The Metallic channel remains near zero to reflect the organic, non-metallic nature of moss, ensuring physically plausible shading. Ambient Occlusion richly accentuates crevices and overlapping moss layers, enhancing shadow depth and volume. Height and Displacement maps capture the subtle elevation changes caused by moss growth and surface roughness, which are ideal for parallax effects or detailed displacement in both real-time engines and offline rendering workflows.
Designed as a tileable patterned wet moss texture seamless high resolution up to 8k, this AI-enhanced texture integrates seamlessly into 3D workflows, perfectly suited for Blender, Unreal Engine, and Unity. The ultra-high resolution ensures that even close-up views retain crisp, natural detail essential for realistic environmental scenes, level dressing, and material studies. For optimal use, adjusting the UV scale helps balance repeat frequency on large assets to avoid noticeable tiling, while fine-tuning roughness can emphasize moisture effects without creating an artificial shine. Combining this texture with subtle ambient occlusion and a light normal pass further enhances surface breakup, preserving the organic softness and complexity of natural moss-covered surfaces. This seamless patterned wet moss texture seamless high resolution up to 8k offers a sophisticated, realistic moss texture with an accurate 3D preview, ideal for advanced PBR material applications across diverse digital environments.
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.
