This seamless wet soil texture, rendered in seamless high resolution up to 8k, captures the intricate composition of damp, mineral-rich sand-soil substrates commonly found in natural environments. Its base material reflects a fine-grained organic and mineral mixture, composed of clay particles, silt, and decomposed plant matter, bound together by moisture acting as a natural adhesive. The texture reveals subtle porosity and weathering effects, including fine cracks and surface irregularities formed by wetting and drying cycles. The surface finish appears matte with a slight sheen from moisture, lending a realistic damp look. Colorants arise from iron oxide pigments and organic detritus, producing a rich palette of browns and muted reds that contribute to authentic soil coloration and depth.
In physically based rendering (PBR) workflows, this tileable seamless wet soil texture translates effectively across multiple channels. The BaseColor (Albedo) channel showcases the natural earth tones and subtle color variations without baked-in lighting, while the Normal map captures the micro-detail of grain orientation and small surface undulations, enhancing the tactile realism. The Roughness map balances the wet, slightly reflective surface with dry matte patches, avoiding overly glossy appearances. The Metallic channel remains near zero, as soil is non-metallic, while Ambient Occlusion emphasizes crevices and compacted areas to increase depth perception. Height or Displacement maps correspond to the texture’s granular elevation changes, supporting enhanced parallax and relief effects in 3D rendering.
Designed to accelerate sand-soil workflows, this AI-generated seamless texture tiles flawlessly, enabling artists and developers to cover vast terrain or environment surfaces without visible repetition, making it ideal for architectural visualization, game environments, product mockups, and interior staging. Compatible with Blender, Unity, and Unreal Engine, the texture ensures predictable, repeatable results with minimal setup. For optimal visual fidelity, it is recommended to maintain consistent texel density and uniform UV scaling across assets, and to fine-tune roughness values to match the intended wetness level in the final render, ensuring the soil’s subtle dampness translates accurately in various lighting conditions.
This AI-generated seamless wet soil texture features tileable, high-resolution up to 8k quality with detailed sand-soil textures and a 3D preview, ensuring an accurate PBR appearance for realistic material composition.
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.
