Sand Leaves Dirt — Leaves Dirt Floor Dirt Floor Dirty — PBR seamless 3D texture free download

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

Preview — Sand Leaves Dirt — Leaves Dirt Floor Dirt Floor Dirty — PBR seamless 3D texture

IDraked-dirt-brown-nature-ground-sand-leaves-dirt
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a meticulously crafted natural ground surface combining raked dirt scattered sand grains and organic leaves to produce a realistic outdoor floor appearance. The base substrate simulates compacted soil enriched with mineral particles and fine sand aggregates that provide a varied granular structure. Interspersed decomposing leaf matter introduces irregularity and organic complexity enhancing the natural aspect of the material. The surface exhibits visible porosity and subtle weathering effects including small cracks soil clumps and detailed leaf veins which contribute to a worn slightly dirty finish typical of forest floors or garden paths. Earthy brown tones dominate the albedo channel punctuated by muted greens and yellows from the leaf components while oxide layers and dirt deposits add nuanced color depth reinforcing the natural and outdoor character of the texture. The matte rough surface finish reflects weathered conditions without gloss emphasizing a physically based authentic look.

Within the PBR framework this texture’s BaseColor (Albedo) map captures the rich array of natural hues and organic detail from dirt sand and leaves while the Normal map encodes fine surface irregularities such as soil granularity and leaf vein relief elevating light interaction realism. The Roughness channel varies naturally across the texture contrasting smoother sandy patches with rougher dirt and leaf surfaces to simulate realistic light scattering and shading. Ambient Occlusion enhances depth by adding subtle shadows in crevices and beneath leaf edges grounding the composition visually. Height or Displacement maps provide precise elevation data enabling convincing parallax and tessellation effects in both real-time and offline rendering engines. The Metallic channel is kept minimal or zero consistent with the natural non-metallic ground materials represented. This texture is available in 4K resolution with an optional 8K version optimized for seamless tiling and consistent shading fully compatible with Blender Unreal Engine and Unity pipelines.

Crafted for modern digital content creation workflows this texture balances high detail and efficient performance requiring no manual adjustments to achieve natural reliable shading under varied outdoor lighting conditions. For best results adjusting the UV scale to suit scene proportions and fine-tuning roughness values can simulate different levels of moisture or soil compaction further enhancing authenticity. Additionally utilizing the height map for parallax or tessellation effects significantly improves the tactile quality and visual depth of outdoor ground surfaces in any project making it an ideal choice for realistic nature environments game levels or architectural visualizations.

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.