The fine beach sand smooth ripples texture is a meticulously crafted digital material designed to authentically replicate the subtle, natural patterns found in sandy coastal environments. Its base substrate mimics an organic mineral composition primarily consisting of fine quartz and feldspar grains, naturally bound together by silicate cementation. This results in a surface that is slightly porous yet cohesive, showcasing gently undulating ripple formations shaped by wind and water. The texture’s surface finish is smooth, reflecting the delicate interplay between eroded sand particles and compacted sediment layers. Colorants within this texture are carefully blended from warm beige, soft ivory, and muted ochre pigmentations, simulating natural oxide layers and pigment variations typical of sand-soil textures. These intricate details are captured with precision, offering a highly realistic appearance suitable for digital applications requiring seamless, fine beach sand surfaces.
Within the PBR workflow, the BaseColor or Albedo map conveys the intricate color shifts and natural pigment dispersion characteristic of fine sand deposits along beaches. The Normal map enhances the perception of the smooth ripples and granular micro-variations by simulating subtle surface undulations and textures. The Roughness channel is calibrated to balance between a matte finish representing dry sand and a slightly satin sheen indicative of gently compacted surfaces, while the Metallic map remains near zero, reflecting the inherently non-metallic nature of sand-soil. The Ambient Occlusion map adds depth by accentuating shadows within ripple crevices, and the Height or Displacement maps are expertly integrated to simulate micro-elevations and surface relief, enhancing light interaction and creating dynamic realism in real-time 3D previews. This texture is available in ultra-high resolution up to 8K, ensuring exceptional clarity and seamless application across large UV islands without visible seams or distortions, making it perfectly suited for workflows in Blender, Unreal Engine, and Unity.
As a tileable fine beach sand smooth ripples texture, this AI-generated asset is optimized for versatility and fast iteration across various projects including architectural visualization, game environments, and product mockups. For optimal visual fidelity, maintaining consistent texel density in UV mapping is recommended to preserve the texture’s intricate detail and prevent stretching artifacts. Adjusting the Roughness map allows users to simulate different environmental conditions, such as lowering roughness for a subtle wet sand gloss or increasing it for a dry, matte finish. Thoughtful use of the Height or Displacement channels can further enhance the perception of depth and surface realism, enabling natural interaction with lighting and shadows to elevate the authenticity of sandy surfaces in any 3D scene. This seamless fine beach sand smooth ripples texture stands out as a reliable and highly detailed sand-soil texture solution for demanding 3D projects requiring naturalistic coastal surface representation.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
