Sand Pebbles Stones — Brown Ground Gravel Ground Gravel Dry — PBR seamless 3D texture free download

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

Preview — Sand Pebbles Stones — Brown Ground Gravel Ground Gravel Dry — PBR seamless 3D texture

IDcoast-sand-03-sand-pebbles-stones-beach-seaside-ocean
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Sand Pebbles Stones texture is a meticulously crafted seamless 3D material designed to replicate the natural composition and appearance of brown ground gravel typically found along coastal and seaside terrains. Its base substrate consists primarily of mineral aggregates—small pebbles and stones—with subtle organic inclusions such as broken coral fragments and natural debris which contribute to its authentic outdoor and nature-inspired aesthetic. The texture captures the irregular grain orientation and moderate porosity characteristic of dry pathway gravel while subtle weathering effects produce a balanced surface finish that is neither overly polished nor rough reflecting the natural roughness and occasional smoothness of ocean and beach stones. Brown pigment variations and oxide layers are embedded within the albedo channel to faithfully convey the earthy tones and subtle color shifts typical of this coastal ground material.

Rendered in physically based rendering (PBR) format this texture includes comprehensive maps to maximize realism and performance across digital content creation software and real-time engines. The albedo (BaseColor) map delivers true-to-life color representation while the normal map encodes fine surface details such as pebble edges grain orientation and subtle indentations caused by natural terrain weathering. Roughness maps control surface reflectivity balancing matte and semi-glossy areas to simulate dry versus slightly damp stone surfaces. The metallic channel remains minimal given the non-metallic nature of organic and mineral aggregates whereas ambient occlusion enhances shadowing in crevices between stones and debris. Height and displacement maps add depth and volume enabling realistic parallax and tessellation effects essential for terrain and outdoor environments like beaches coastal pathways and rocky seaside grounds.

Available at 4K resolution with an optional 8K upgrade this texture is fully optimized for modern pipelines and compatible with Blender Unreal Engine and Unity. It supports the metal/rough workflow and includes calibration data to ensure consistent shading results across both real-time and offline rendering. This makes it ideal for projects requiring high-detail coastal or natural terrain elements without the need for manual tweaking. For best results adjusting UV scale to match real-world gravel dimensions and fine-tuning roughness can enhance material realism especially when replicating the interplay of light on wet versus dry surfaces. This texture is part of the natural collection “Smugglers Cove,” delivering reliable tileable PBR materials that bring outdoor environments to life with balanced detail and 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

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