Worn Discolored Rocks — Discolored Rocks Wall Rocks Wall Moss — PBR seamless 3D texture free download

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

Preview — Worn Discolored Rocks — Discolored Rocks Wall Rocks Wall Moss — PBR seamless 3D texture

IDrock-wall-05-uneven-rough-weathered-stones-worn-discolored
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Worn Discolored Rocks texture represents a highly detailed physically based material designed to simulate the natural composition and weathering of an uneven rock wall substrate. This 3D texture captures the essence of mineral-rich stone with subtle layers of moss and organic discoloration accrued over time in outdoor environments. The base substrate is a coarse-grained rock with a porous surface structure where natural binders and mineral oxides contribute to its rough weathered character. Variations in colorants including iron oxide pigments and organic moss growth create a rich palette of desaturated earth tones and greenish hues emphasizing the texture’s aged and worn appearance. The surface finish reflects a naturally eroded and slightly oxidized stone with rough patches and occasional smooth faces all contributing to an authentic outdoor rock wall look that fits seamlessly into modern pipelines.

This seamless 4K PBR texture set with an optional 8K version for high-end projects includes comprehensive maps tailored for consistent real-time and offline rendering workflows in Blender Unreal Engine and Unity. The Albedo (BaseColor) channel conveys the complex discoloration and moss details without unnatural saturation while the Normal map accurately portrays the uneven surface topology and fine grain orientation of the stone. The Roughness map balances weathered matte and semi-polished areas enhancing realism by simulating varied surface friction. Metallic is minimal reflecting the non-metallic nature of the rock substrate while Ambient Occlusion enriches depth perception in crevices and moss patches. The Height/Displacement map delivers precise relief data enabling convincing parallax and tessellation effects for realistic stone wall geometry. The texture is provided in both PNG and EXR formats ensuring compatibility and flexibility across different digital content creation environments and game engines.

Optimized for the rock wall 05 variant this material offers reliable results without manual tweaking maintaining a balanced level of detail and performance across diverse DCC tools and game engines. For best results adjusting UV scale to match real-world stone dimensions can enhance the natural appearance while fine-tuning roughness values can help to replicate varying degrees of weathering and moss coverage. The texture’s physically based calibration supports the metal/rough workflow ensuring consistent shading under different lighting scenarios. This makes it ideal for outdoor scenes requiring authentic worn and discolored rock surfaces that blend seamlessly with architectural or natural elements providing a robust foundation for any project demanding high-quality tileable rock wall visuals.

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.