Roof Tiles — Grey Moss Damp Moss Damp Mosscovered — PBR seamless 3D texture free download

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

Preview — Roof Tiles — Grey Moss Damp Moss Damp Mosscovered — PBR seamless 3D texture

IDgrey-roof-tiles-grey-moss-damp-mosscovered-ceramic-tiles-overlapping
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This high-quality seamless 3D texture represents traditional grey roof tiles that have naturally aged with moss and damp effects offering a realistic ceramic roofing material ideal for outdoor environments. The tiles’ base substrate is mineral-based ceramic characterized by fine grain orientation and moderate porosity that allows moisture retention encouraging moss growth and subtle weathering. The surface finish captures the slightly rough weathered texture of aged ceramic with natural variations in tone due to accumulated organic matter and mineral deposits. Pigments and oxide layers provide the distinctive muted grey color with mosscovered areas showing organic greenish hues that blend smoothly into the base. Adhesion between overlapping tiles is visible through subtle height differences and shadowing emphasizing the natural layering typical of traditional roofing systems exposed to the elements.

All key material properties are meticulously encoded across physically based rendering (PBR) channels for optimal realism and performance. The Albedo/BaseColor map defines the clean grey ceramic tiles alongside the damp mosscovered sections accurately reproducing color variations without manual tweaking. The Normal map details the fine ceramic grain tile overlaps and moss texture enhancing surface depth under dynamic lighting. Roughness maps balance the tile’s weathered matte finish with the slightly glossy wet areas caused by dampness while the Metallic channel remains consistently zero to reflect the non-metallic nature of ceramic. Ambient Occlusion adds subtle shading in crevices between overlapping tiles and Height/Displacement maps provide fine relief for realistic parallax effects perfectly supporting modern pipelines in Blender Unreal Engine and Unity.

Provided as tileable 4K textures with an optional 8K resolution upgrade this PBR material offers exceptional detail for both real-time rendering and offline workflows. The clean physically based maps—available in PNG and EXR formats—ensure compatibility with major DCCs and game engines delivering reliable results without manual adjustments. For best results it is recommended to fine-tune the roughness scale to balance wetness and wear or adjust the UV scale slightly to avoid repetitive patterns when applied across large roofing surfaces. This texture excels at bringing authentic weathered grey roof tiles with moss and dampness into any architectural visualization game environment or simulation project where natural aging and material fidelity are paramount.

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.