Seamless 3d texture pbr 8k mud splatter and dust particles for natural ground surface effects free download

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

Preview — Seamless 3d texture pbr 8k mud splatter and dust particles for natural ground surface effects

Texture Info

IDseamless-3d-texture-pbr-8k-mud-splatter-and-dust-particles-for-natural-ground-surface-effects
CategoryDecals
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture features an 8K resolution PBR material meticulously crafted to replicate natural ground surfaces characterized by mud splatter and fine dust particles. The base material simulates compacted soil with a slightly rough, granular substrate composed of clay, silt, and organic matter. Embedded within this matrix are irregular aggregates of mud clumps and fine dirt grains, which contribute to the texture’s uneven, porous appearance. The surface exhibits subtle weathering effects such as dried mud cracks and erosion patterns, reflecting natural environmental wear. The overall form is an organic, irregular pattern with random mud splatter shapes layered over a dusty ground plane, creating a convincing dirt-covered terrain with depth and complexity.

Additional layered details include realistic fingerprints, wear marks, and scuff marks applied as thin, translucent overlays that simulate surface oils and abrasion on wet or recently disturbed soil. Burn marks introduce darkened, charred areas with softened edges that blend naturally into the substrate, while peeling stickers and worn warning labels introduce an industrial element. These decals appear as partially detached adhesive films with curled edges, incorporating subtle translucency and surface scratches to emphasize aging and weathering. The geometric form of these decals contrasts with the organic ground, adding visual interest through their rectangular shapes and layered placement.

The PBR channels are carefully mapped to represent these materials and forms accurately. The BaseColor (Albedo) channel captures the earthy browns and muted yellows of soil, rich black and gray tones for burn marks, and faded reds and whites for warning labels and peeling stickers. The Normal map encodes fine surface details such as mud clumps, dust particle granularity, finger ridges, and sticker creases, enhancing the tactile impression. Roughness values vary across the texture to reflect differences in moisture and wear: smoother, shinier patches correspond to moist mud and fingerprints, while dusty areas exhibit higher roughness. The Metallic channel remains near zero throughout, consistent with non-metallic soil and organic material. Ambient Occlusion enhances depth perception around mud edges, decal creases, and scuffed areas. The Height/Displacement map provides subtle relief for mud accumulation and decal peeling, supporting effective parallax and displacement effects in real-time engines.

Designed for compatibility with Blender, Unreal Engine, and Unity, this texture’s 8K resolution ensures exceptional clarity and detail even in close-up views, making it suitable for high-fidelity outdoor scenes and weathered object surfaces. For practical use, it’s recommended to carefully adjust the UV scale to avoid repetitive patterns in large terrain applications. Additionally, tuning the roughness channel can help blend the wet and dry areas more naturally, and blending the height map with normal details enhances the perceived depth of mud splatters and decal edges without excessive geometry. This texture provides a versatile foundation for creating gritty, realistic environmental effects with layered complexity and material authenticity.

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.