Regolith Dusted Lunar — Dusted Lunar Extraterrestrial Rough Dirt Course — PBR seamless 3D texture free download

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

Preview — Regolith Dusted Lunar — Dusted Lunar Extraterrestrial Rough Dirt Course — PBR seamless 3D texture

IDmoon-macro-01-rough-dirt-course-exterior-regolith-dusted
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Regolith Dusted Lunar texture is a meticulously crafted physically based 3D material designed to replicate the unique composition of extraterrestrial surface soils found on lunar terrains. This seamless and tileable texture captures the intricate details of moon regolith characterized by a rough dusty layer of fine mineral grains and weathered particulates. The base substrate resembles a complex blend of oxidized silicates and fine volcanic glass particles bound loosely by electrostatic forces rather than traditional binders which results in a highly porous granular surface. The subtle variations in grain orientation combined with the naturally occurring micro-craters and dust accumulations create a visually rich terrain that balances rough and smooth patches mimicking the harsh outdoor environment of the lunar surface. The surface finish is matte and dusty with no metallic reflections emphasizing the natural oxidized mineral pigments that contribute to its muted earthy gray tones with slight sandy hues. This complex material composition is carefully translated into PBR channels to maximize realism and performance in modern 3D pipelines.

Key PBR maps included in this 4K (with optional 8K for high-end applications) texture set are the Albedo/BaseColor Normal Roughness Ambient Occlusion (AO) and Height/Displacement. The Albedo map faithfully reproduces the subtle color variations caused by oxide layers and mineral dust delivering a non-metallic diffused appearance essential for authentic lunar surface rendering. The Normal map encodes the fine micro-roughness and irregularities of the regolith dust and rough dirt providing realistic light interaction and enhancing the tactile sense of the terrain’s coarse grains. Roughness maps define varying degrees of surface reflectivity emphasizing the dusty non-glossy exterior typical of extraterrestrial soils while AO maps reinforce depth perception by simulating shadowing in crevices and craters. The Height map adds dimensionality for displacement or parallax effects allowing for accurate simulation of rugged terrain and subtle elevation changes across the course. This texture is optimized for seamless tiling ensuring consistent shading and detail across large outdoor environments such as moon macro 01 scenes and other space or extraterrestrial landscapes.

Ready for use in Blender Unreal Engine and Unity the Regolith Dusted Lunar texture supports the metal/rough workflow and includes precise calibrations to maintain consistent shading in both real-time and offline renderers. It is engineered to deliver reliable results without requiring manual tweaking striking a balance between high detail and efficient performance across DCCs and game engines. For optimal results it is recommended to adjust the UV scale to maintain a natural grain size that matches your scene’s scale and to fine-tune roughness values slightly when simulating varying dust thicknesses or weathering effects. Leveraging the height map for subtle parallax or displacement can greatly enhance the perception of uneven terrain and improve immersion in outdoor lunar landscapes or space-themed projects.

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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