Seamless 8k 3d texture pbr stone wall fence with moss covered and lichen growth on plastered wall surface free download

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

Preview — Seamless 8k 3d texture pbr stone wall fence with moss covered and lichen growth on plastered wall surface

IDseamless-8k-3d-texture-pbr-stone-wall-fence-with-moss-covered-and-lichen-growth-on-plastered-wall-surface
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR 3D texture presents a detailed stone wall fence characterized by a plastered surface intricately interspersed with moss and lichen growth. The base material is a rough stone substrate, composed of irregularly shaped natural stones bound together by a lime-based plaster, which acts as the adhesive layer filling gaps and providing structural cohesion. The plaster exhibits a slightly coarse texture due to fine sand aggregates mixed into the binder, contributing subtle graininess and enhancing porosity. Over time, exposure to outdoor elements has encouraged biological colonization, with lush moss patches and delicate lichen colonies spreading unevenly across the surface, adding organic complexity and natural color variations ranging from deep greens to muted grays and yellows.

The geometric form is defined by the random yet cohesive arrangement of stone blocks of various sizes, partially obscured by the plaster’s smooth but weathered finish. The surface presents a compelling interplay between the roughness of the exposed stone edges and the softer, cracked plaster areas where moss and lichen thrive. Additionally, hints of aged wood—likely part of fence posts or structural beams—are visible, showing textures from dry, cracked wood fibers to damp, darker regions indicative of moisture absorption. This variety enhances the overall realism and tactile quality of the texture, making it highly suitable for natural environment scenes.

From a PBR channel perspective, the BaseColor (Albedo) map captures the diverse palette of natural stone greys, plaster off-whites, vibrant moss greens, and subtle lichen yellows without any baked-in lighting, ensuring flexibility in different lighting environments. The Normal map defines the intricate surface relief, emphasizing the stone’s jagged edges, plaster cracks, and organic growth bumps, essential for realistic light interaction. Roughness values vary across the texture, with the plaster areas exhibiting higher roughness to simulate their matte, weathered finish, while the moss and lichen areas show softer, slightly more reflective properties due to moisture content. The Metallic map is effectively zero throughout, reflecting the non-metallic nature of stones, plaster, and organic materials. Ambient Occlusion enhances depth perception around crevices and undergrowth, while Height/Displacement maps provide fine surface detail for parallax effects or tessellation, accentuating the unevenness of stone edges and layered biological growth.

This texture is optimized for use in Blender, Unreal Engine, and Unity, supporting seamless tiling at 8K resolution, allowing for high-detail close-up renders without visible repetition. For best results, it is recommended to carefully adjust the UV scale to maintain natural proportions of stone blocks and biological growth, avoiding overly stretched or compressed details. Additionally, tuning the roughness map can help simulate varying wetness levels on the moss and wood patches, enhancing realism in different environmental conditions. When integrating height or parallax maps, blending them subtly with normal maps ensures smooth transitions in surface depth without harsh artifacts.

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.


::contentReference[oaicite:0]{index=0}

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