Meteor Craters Rock — Regolith Dusted Meteor Dusted Meteor Craters — PBR seamless 3D texture free download

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

Preview — Meteor Craters Rock — Regolith Dusted Meteor Dusted Meteor Craters — PBR seamless 3D texture

IDmoon-meteor-01-rough-dirt-course-exterior-regolith-dusted
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Meteor Craters Rock texture captures the distinctive qualities of extraterrestrial regolith found on lunar and meteor surfaces featuring a coarse dusted rock substrate that simulates weathered space terrain with remarkable fidelity. This physically based material represents a blend of mineral-rich dust fine sand and porous rocky aggregates shaped by impact craters and surface erosion typical of moon meteor 01 environments. The base substrate combines rough irregular grain orientation with subtle variations in porosity reflecting natural dust accumulation and mechanical weathering processes. Its surface finish is matte and uneven emphasizing a dusty rough exterior characteristic of space-exposed rock formations. Colorants in this texture arise from oxide layers and mineral pigments that produce muted grays browns and off-whites simulating the natural albedo variations found on lunar and meteorite surfaces while subtle discolorations mimic the effects of solar radiation and micrometeorite impacts.

Technically optimized for modern pipelines this seamless PBR 3D texture includes high-resolution 4K maps with an optional 8K upgrade ensuring detailed and consistent results across Blender Unreal Engine and Unity. The albedo channel provides accurate base color information reflecting the dusty regolith-covered rock surface while the normal map captures fine surface irregularities including crater edges and grainy roughness. The roughness map controls the matte non-reflective finish essential for replicating the coarse sandy texture of lunar terrain. Ambient occlusion enhances depth perception around craters and rock crevices supporting realistic shadowing in both real-time and offline renderers. Height and displacement maps enable subtle parallax effects emphasizing the terrain’s ruggedness without compromising performance. This material follows the metal/rough workflow and includes calibrations for consistent shading across different rendering engines delivering reliable and balanced detail without requiring manual tweaking.

Designed for outdoor and extraterrestrial scene applications this texture excels in simulating meteor crater surfaces and dusty lunar landscapes making it ideal for game environments cinematic visual effects and scientific visualization projects. For optimal use adjusting the UV scale to match the terrain size will prevent repetition artifacts while fine-tuning the roughness map can help achieve the desired balance between matte dust and exposed rocky highlights. The inclusion of PNG and EXR formats ensures compatibility and flexibility for diverse production pipelines enabling creators to integrate this tileable meteor craters rock texture seamlessly into their collection moon and space-themed assets without compromising on quality or performance.

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.