The Shiny Green Moss Texture Seamless high resolution up to 8k is an AI-generated, tileable moss texture designed to elevate your 3D material workflows with exceptional detail and realism. This texture captures the organic complexity of natural moss, simulating its fine fibrous structures and moist, glossy surface that reflects light subtly, resulting in a shiny appearance. The base substrate resembles a dense, organic mat of intertwined plant fibers and tiny spores, while subtle variations in porosity and moisture retention create a believable, slightly uneven surface finish. The vibrant green hues are achieved through a combination of natural pigments and chlorophyll-inspired colorants, lending depth and life to the texture while maintaining consistency across seamless tiles. Weathering effects are delicately rendered to convey natural aging without compromising clarity, making this moss texture ideal for close-up cinematic renders, real-time scenes, and environmental level dressing within Blender, Unity, and Unreal Engine environments.
In terms of physically based rendering (PBR) channels, the BaseColor/Albedo map showcases rich green tones with nuanced shading to replicate natural moss pigmentation and moisture. The Normal map faithfully reproduces the fine surface microstructures and fibrous grain orientation, adding convincing depth and tactile feel. Roughness is finely tuned to reflect the glossy, wet appearance typical of healthy moss, balancing specular highlights without appearing overly shiny or plastic. The Metallic channel remains minimal or black, consistent with organic materials lacking metallic components. Ambient Occlusion enhances shadow detail within dense moss clusters, emphasizing crevices and enhancing volumetric depth. Height or Displacement maps support subtle surface undulations, enabling realistic parallax effects that further enhance immersion when applied with proper UV scaling and shader settings.
Designed to be seamless and flawless, this tileable shiny green moss texture up to 8k resolution allows users to cover large areas without visible repetition or detail loss, making it perfect for extensive environmental assets. The texture’s high resolution ensures crisp details even at close inspection, supporting production-ready quality for both real-time and offline rendering workflows. For optimal results, it is recommended to maintain consistent texel density across all moss-covered assets and carefully adjust UV scale to prevent pattern stretching. Additionally, fine-tuning roughness values can help tailor the wet sheen effect to specific lighting conditions, while using the height map with parallax occlusion mapping can add immersive depth to flat surfaces, enhancing realism. This texture seamlessly integrates into your material library, accelerating iteration and enhancing the visual fidelity of natural scenes and organic surfaces.
This tileable shiny green moss texture seamless high resolution up to 8k offers a highly detailed, ai texture shiny green moss texture seamless high resolution up to 8k with moss textures optimized for PBR workflows and includes a 3D preview for accurate material assessment.
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.
