Seamless 3d texture pbr 8k moss patches and lichen spots with decayed wood and fungal growth details free download

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

Preview — Seamless 3d texture pbr 8k moss patches and lichen spots with decayed wood and fungal growth details

Texture Info

IDseamless-3d-texture-pbr-8k-moss-patches-and-lichen-spots-with-decayed-wood-and-fungal-growth-details
CategoryDecals
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture at 8K resolution presents a richly detailed surface of weathered wooden planks, heavily overgrown with natural moss patches and scattered lichen spots. The base material consists of aged, decayed wood characterized by fibrous grain patterns and varying degrees of surface erosion. The wood substrate exhibits cracks, splits, and softened edges where rot and fungal growth have compromised its integrity. These organic accumulations form irregular, layered geometries that add depth and complexity to the surface, emphasizing the natural, uneven form of outdoor wooden elements exposed to prolonged moisture and biological activity.

The composition integrates multiple material layers: the primary wooden substrate provides the foundational structure, with binders represented by natural resins and lignin degraded over time, allowing moss and fungal hyphae to penetrate and adhere. The moss patches appear as dense, soft aggregates of tiny filaments, while the lichen spots display crusty, scale-like textures with subtle color variations from pale green to muted gray. Additional details include mold spots and surface corrosion effects, where microbial activity and salt deposits have left mineral residues, contributing to the surface’s porous and weathered appearance. Water stains streak erratically across the wood grain, enhancing the sense of moisture saturation and environmental exposure.

The texture’s surface finish is predominantly matte and rough, reflecting the aged and biologically active state of the material. Variations in roughness capture the tactile differences between the spongy moss, brittle lichen, and splintered wood. The PBR channels are carefully mapped: the BaseColor (Albedo) channel conveys natural hues ranging from dark brown wood tones to vibrant green moss and pale lichen, accented by soft grays and rusty orange corrosion. The Normal map defines the intricate surface relief of wood grain, fungal growth, and moss clumps, creating convincing depth and shadowing. Roughness variations highlight the contrast between the soft, non-reflective moss and the rough, dry wood. Ambient Occlusion enhances crevices and fissures, while the Height/Displacement map accentuates the layered buildup of organic matter and decayed wood textures. The Metallic channel remains near zero, consistent with the non-metallic nature of natural materials.

Optimized for use in Blender, Unreal Engine, and Unity, this texture is ideal for creating realistic natural environments such as forest floors, abandoned wooden structures, or outdoor props with pronounced decay and weathering. For best results, it is advised to carefully adjust UV scaling to maintain the organic scale of moss and lichen without repeating patterns becoming noticeable. Additionally, fine-tuning roughness can enhance the moisture effect, while blending height and normal maps allows for subtle parallax effects that enhance realism without excessive geometry.

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

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