Dirty Sand Sandy — Sand Sandy Beach Sandy Beach Gritty — PBR seamless 3D texture free download

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

Preview — Dirty Sand Sandy — Sand Sandy Beach Sandy Beach Gritty — PBR seamless 3D texture

IDsand-02-dirty-sand-sandy-beach-gritty-coast
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Dirty Sand Sandy texture captures the natural complexity of a gritty granular sandy beach substrate showcasing fine mineral grains mixed with weathered organic fragments and subtle dust deposits. The base material simulates compacted sand composed primarily of quartz and feldspar particles interspersed with occasional shell fragments and organic debris. This blend is bound together by naturally occurring silica cementation creating a porous yet stable surface with slight variations in grain orientation and density. The surface finish is matte with moderate roughness reflecting the diffuse scattering properties typical of a sunlit coastal shore where wind and water have smoothed but not polished the granular floor. Pigments mimic the warm beige and subtle ochre hues found in natural sandy beaches enhanced with darker speckles representing dirt and grime accumulated over time. These features ensure a visually rich and realistic appearance suitable for diverse 3D environments.

In the physically based rendering (PBR) workflow this texture’s composition is carefully translated across all included maps. The Albedo/BaseColor map conveys the warm sandy tones and subtle dirt overlays without metallic reflections while the Normal map encodes realistic surface micro-geometry emphasizing the uneven granular texture and tiny ridges formed by wind-blown sand and natural erosion. The Roughness map balances a moderately high roughness value to replicate the diffuse light scattering typical of sandy floors avoiding unwanted glossiness. The Ambient Occlusion (AO) map enhances shadows in crevices and between grains adding depth and realism. The Height/Displacement map captures fine variations in surface elevation allowing for effective parallax or tessellation effects that bring convincing three-dimensional detail to both real-time and offline renderers. This texture is optimized for seamless tiling ensuring a continuous natural look across large surfaces without visible repetition or seams.

Provided in 4K resolution with an optional 8K upgrade this seamless 3D texture is fully compatible and optimized for use in Blender Unreal Engine and Unity making it ideal for modern pipelines. It supports metal/roughness workflows with calibrated maps designed to deliver consistent shading and lighting results across diverse rendering engines. The texture’s balanced detail and performance are tailored to meet the demands of game engines and digital content creation software (DCCs) delivering reliable high-quality visuals without the need for manual tweaking. For best results consider adjusting UV scale to match the project’s spatial resolution and fine-tune roughness to control surface reflectivity under different lighting conditions. The Height map is especially useful for adding realistic parallax effects on sandy coastal floors enhancing immersion in interactive environments.

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.