Regolith Dusted Extraterrestrial — Dusted Extraterrestrial Lunar Moon Dusted — PBR seamless 3D texture free download

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

Preview — Regolith Dusted Extraterrestrial — Dusted Extraterrestrial Lunar Moon Dusted — PBR seamless 3D texture

IDmoon-dusted-05-rough-dirt-coarse-exterior-regolith-dusted
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Regolith Dusted Extraterrestrial texture offers a meticulously crafted seamless 3D surface designed to emulate the unique composition and appearance of lunar regolith dusted terrain. This material captures the coarse fine-grained nature of moon dust and extraterrestrial sand blending mineral-based particulates with subtle weathering effects that reflect exposure to harsh space environments. The base substrate is a mineral-rich porous matrix combining oxidized silicates and basaltic particles that create a non-reflective matte finish with natural variations in tone. Fine dust and dirt layers settle over this rough terrain producing a balanced interplay of grain orientation and surface irregularities. The color palette is dominated by muted grays and soft earth tones enhanced with subtle oxide pigments to simulate lunar soil’s naturally subdued hues without artificial saturation.

In PBR workflow this texture incorporates a comprehensive set of physically based maps optimized for modern pipelines and engines such as Blender Unreal Engine and Unity. The Albedo channel faithfully reproduces the dusty muted lunar color spectrum with accurate diffuse reflection while the Normal map adds intricate surface detail that highlights the coarse texture and microscopic craters typical of regolith. The Roughness map finely calibrates the non-metallic matte surface ensuring realistic light scattering and minimal specular reflection consistent with dusty weathered exterior materials. Ambient Occlusion enhances the perception of depth within crevices and dust deposits while the Height map provides subtle displacement for enhanced parallax effects improving realism in outdoor and space scenes. The texture supports optional 8K resolution for high-end rendering needs alongside a standard 4K base both tileable and delivered in PNG and EXR formats.

This Regolith Dusted Extraterrestrial material is optimized for seamless tiling and balanced detail to maximize performance across diverse digital content creation tools and game engines. It is physically based and compatible with metal/rough workflows allowing consistent shading in both real-time and offline renderers without manual tweaking. For practical use adjusting the UV scale to a micro level enhances the perceived granularity of the lunar surface while fine-tuning roughness can simulate varying degrees of dust accumulation or weathering intensity making this texture ideal for terrain outdoor environments and space-themed collections. Its detailed composition and reliable shading characteristics make it a versatile choice for recreating realistic extraterrestrial landscapes and surface materials.

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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