Aerial Grass Rock — Rock Moss Grass Moss Grass Cliff — PBR seamless 3D texture free download

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

Preview — Aerial Grass Rock — Rock Moss Grass Moss Grass Cliff — PBR seamless 3D texture

IDaerial-grass-rock-moss-grass-cliff-cave-rock-face-terrain
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This aerial grass rock texture is a meticulously crafted seamless 3D texture designed to replicate the natural complexity of moss-covered rock faces found on cliffs caves and outdoor terrain. The base substrate resembles weathered sedimentary rock with organic moss and grass overlays creating a rich composition of mineral grains interspersed with fine fibrous vegetation. The surface finish balances subtle roughness and natural erosion showcasing porous stone textures alongside soft velvety moss patches. Pigments and oxide layers simulate realistic earth tones from muted grays and browns of rock to vibrant greens of moss all captured with high fidelity in the albedo (BaseColor) channel for authentic color reproduction.

The normal map expertly encodes the fine detail of the rock’s grain orientation cracks and moss tuft relief enhancing light interaction to deliver a convincing 3D appearance without additional geometry. Roughness values vary naturally across the surface reflecting the contrast between smooth weathered rock areas and damp matte moss surfaces while the metallic channel remains minimal to maintain a truly natural non-metallic look. Ambient occlusion enhances depth perception in crevices and beneath moss clusters and the height map supports realistic displacement and parallax effects emphasizing surface irregularities and subtle elevation changes crucial for realistic cliff and cave environments.

Provided in 4K resolution with an optional 8K upgrade this physically based rendering (PBR) texture is optimized for seamless tiling and compatibility across modern digital content creation suites and real-time engines including Blender Unreal Engine and Unity. The texture follows a metal/rough workflow calibrated for consistent shading in both real-time and offline renderers ensuring balanced detail and performance across diverse applications—from high-end cinematic scenes to interactive game environments. PNG and EXR formats are included to support flexible pipeline integration and high dynamic range workflows.

For practical use it is recommended to carefully adjust the UV scale to prevent repetitive patterns when applying this texture to large outdoor terrains or cliff faces. Additionally fine-tuning the roughness channel can help simulate varying moisture levels on moss and rock surfaces enhancing realism in different lighting conditions. The height map can be leveraged for subtle parallax effects adding depth to aerial views and close-up shots alike making this aerial grass rock texture a reliable and natural choice for any project requiring detailed physically based rock and moss materials.

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.