The pebbly riverbed damp texture is an expertly crafted AI-generated seamless material that authentically replicates the intricate composition of a natural sand-soil substrate found in slightly wet, pebbly riverbeds. This texture simulates a complex blend of fine mineral grains and small, rounded pebbles, all bound together by moist organic and mineral-rich sediments. The surface finish reflects a weathered, damp environment where subtle water retention affects the tactile quality, creating a nuanced balance between rough sandy patches and smoother, water-saturated stones. Earthy pigments and oxide layers contribute to a muted, natural color palette with gentle variations in tone that mirror the diverse mineral deposits and sediment layers typical of riverbed environments. The texture’s porosity and subtle roughness become evident through the interplay of fine sand particles and larger aggregates, while controlled specular highlights and moderate glossiness convey the presence of moisture saturating the substrate and pebbles.*
Designed for photorealistic applications, this tileable pebbly riverbed damp texture comes with a comprehensive PBR map set optimized up to an impressive 8K resolution, ensuring exceptional detail and realism for high-end architectural visualizations, game environments, and product mockups. The BaseColor (Albedo) map captures the subtle tonal shifts and natural coloration of wet sand-soil and pebbles, while the Normal map enhances the perception of granular surfaces and the rounded contours of individual stones. The Roughness map expertly balances the diffuse, rough sandy areas against the smoother, damp stone surfaces, enhancing realistic light scattering and reflection. As natural materials are non-metallic, the Metallic channel remains neutral, whereas the Ambient Occlusion map accentuates shadows and crevices between pebbles, adding depth and dimensionality. The Height/Displacement map provides fine elevation details that work seamlessly with tessellation and parallax workflows to amplify the immersive three-dimensional effect of a damp riverbed.*
Fully tileable and optimized for seamless application across large surfaces without visible repetition, this AI texture pebbly riverbed damp is compatible with major 3D engines such as Blender, Unreal Engine, and Unity, facilitating smooth integration into diverse workflows. For optimal results, adjusting the UV scale to maintain natural pebble sizes prevents distortion and preserves realism. Additionally, fine-tuning the Roughness map intensity can further enhance the damp appearance by controlling how light reflects off wet surfaces, while employing the Height/Displacement map with parallax or tessellation techniques adds convincing depth and tactile realism to your scenes. The seamless pebbly riverbed damp texture offers a faithful representation of sand-soil surfaces with detailed variations, supported by a real-time 3D preview that aids material evaluation and ensures accurate PBR material application.*
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.
