Sand Brown Rough — Seaside Sand Brown Ocean Seaside Sand — PBR seamless 3D texture free download

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

Preview — Sand Brown Rough — Seaside Sand Brown Ocean Seaside Sand — PBR seamless 3D texture

IDcoast-sand-01-beach-costal-ocean-seaside-sand-brown
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Sand Brown Rough is a meticulously crafted seamless 3D texture designed to replicate the natural composition of coastal sand found along seaside and ocean shorelines. This physically based rendering (PBR) material captures the subtle complexity of a brown rough and slightly damp sand substrate combining mineral grains with fine aggregates such as gravel and small stones. The texture’s base substrate consists predominantly of weathered quartz and feldspar minerals bonded by natural organic binders creating a porous yet stable surface that exhibits typical coastal erosion and sediment layering. The surface finish is matte and irregular reflecting the natural roughness of a beach terrain affected by tidal movements and wind exposure. The coloration is achieved through a rich blend of iron oxide pigments and organic material residues giving the sand its distinctive warm brown tone with subtle tonal variations that enhance realism.

This 4K PBR texture with an optional 8K resolution for high-end visual fidelity includes all essential maps: albedo (base color) normal roughness ambient occlusion and height. The albedo map accurately represents the natural pigments and color gradations of the sand while the normal map simulates the fine-grain surface detail including the scattered gravel and small stones that add tactile depth. The roughness channel defines the varied surface reflectivity where damp patches appear less reflective and rougher areas scatter light diffusely. Ambient occlusion enhances natural shading around grains and depressions adding realism to crevices and uneven terrain. The height map conveys subtle elevation changes typical of coastal sand formations essential for parallax and displacement effects in advanced rendering pipelines. Designed with the metal/rough workflow in mind this texture maintains consistent shading and lighting across real-time engines like Unreal Engine and Unity as well as offline renderers within Blender and other DCCs.

Optimized for modern pipelines and balanced for performance versus detail this tileable and physically based sand texture reliably delivers natural and realistic results for outdoor terrain applications especially those requiring a coastal or seaside ambiance. It is perfectly suited for projects involving aerial terrain visualization natural landscapes or themed environments such as the collection Smugglers Cove and collection Verdant Trail. For best results it is recommended to adjust the UV scale to match the typical grain size of coastal sand and fine gravel and to fine-tune the roughness map to reflect varying moisture levels found in damp sand areas. This approach ensures seamless integration into game engines and 3D software providing artists and developers with a versatile and high-quality resource for realistic beach and coastal scenes.

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.