Outdoor Sand Terrain — Regolith Dusted Tracks Lunar Outdoor Sand — PBR seamless 3D texture free download

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

Preview — Outdoor Sand Terrain — Regolith Dusted Tracks Lunar Outdoor Sand — PBR seamless 3D texture

IDmoon-track-04-rough-dirt-course-exterior-regolith-dusted
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Outdoor Sand Terrain texture captures the intricate details of lunar regolith dusted across extraterrestrial tracks specifically inspired by moon track 04. The base substrate simulates fine mineral grains composed of oxidized silicates and basaltic dust characteristic of the moon’s surface. These particles are loosely bound by natural space-weathered agglutinates creating a porous and rough texture that reflects the harsh abrasive environment of an outdoor lunar terrain. The surface finish is matte with natural roughness variations mimicking the sun-bleached dusty appearance of tire and tyre tracks left on a sandy regolith-covered course. Subtle colorants such as muted greys and soft ochres emulate the oxidized oxide layers and mineral pigments found on lunar soil resulting in a physically accurate and visually balanced material.

The PBR maps included—albedo normal roughness ambient occlusion and height—faithfully represent the complex surface characteristics of this extraterrestrial terrain. The Albedo channel reveals the base color nuances of lunar dust and sand while the Normal map captures detailed grain orientation and subtle indentations from tyre tracks enhancing the 3D relief without relying heavily on displacement. The Roughness map is finely tuned to reflect the variable weathering and micro-porosity of the regolith balancing reflectivity and matte areas for realistic shading. Ambient Occlusion adds depth to crevices within the dusty tracks and the Height map supports parallax effects to simulate the uneven terrain realistically in both real-time and offline renderers. This material uses a metal/rough workflow ensuring consistency across Blender Unreal Engine and Unity pipelines with calibrations optimized for seamless tileability and high-performance rendering.

Provided in 4K resolution with an optional 8K upgrade this seamless 3D texture supports PNG and EXR formats making it ideal for high-end projects requiring detailed outdoor lunar terrain surfaces. Its balanced detail and optimized composition deliver reliable results without manual tweaking whether used for exterior space environments dusty regolith courses or extraterrestrial sand terrains. For practical implementation adjusting the UV scale to match the size of lunar tyre tracks enhances realism while fine-tuning the roughness channel can simulate varied dust accumulation and weathering effects. This texture collection is perfectly suited for digital content creators seeking physically based tileable materials that integrate flawlessly into modern pipelines and game engines.

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.