Seamless Mud Cracked Dry 03 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Mud Cracked Dry 03 by Texture Haven – PBR 3D Texture (8K ready)

IDmud-cracked-dry-03-by-texture-haven-pbr-seamless-8k
Mud
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Mud Cracked Dry 03 by Texture Haven is a meticulously crafted PBR 3D texture that authentically represents the natural composition and weathering of dry cracked mud surfaces. The base substrate is primarily composed of compacted organic soil mixed with fine mineral particles exhibiting a porous uneven structure common to arid terrain. This texture visually captures the intricate network of fissures and cracks formed through natural drying and shrinking processes with subtle variations in grain orientation and surface roughness that convey realistic aging and environmental exposure. The color palette ranges from muted earthy browns and sandy ochres to dusty beige tones reflecting natural pigments found in desiccated mud and sand. Surface finish appears matte and slightly rough emphasizing the weathered dry condition without gloss or metallic reflections which is consistent with non-metallic organic ground materials.

In terms of PBR workflow integration this texture pack includes high-quality maps optimized for physically based rendering engines. The Base Color (Albedo) channel delivers the natural pigmentation of cracked mud and dry soil free from baked-in shadows to allow flexible lighting. The Normal map encodes fine surface details such as subtle cracks and grain orientation enhancing the tactile feel of the terrain in 3D space. Roughness maps effectively simulate the dry porous finish by varying reflectivity across the surface ensuring realistic light scattering and shading. The Metallic map is uniformly black reflecting the organic non-metallic nature of mud and soil. Ambient Occlusion adds depth and shadowing around crevices to accentuate the fissures while Height/Displacement maps provide additional dimensionality by simulating elevation changes for enhanced parallax and tessellation effects.

This texture is designed for seamless tiling across large surfaces ideal for outdoor environments terrain modeling and natural ground materials in modern rendering workflows. It is fully compatible and ready for use in Blender Unreal Engine and Unity supporting Principled BSDF in Blender and feeding Base Color Roughness Normal and Ambient Occlusion maps into Unreal’s material system or Unity’s URP/HDRP Lit shader. With resolutions typically extending up to 8K it ensures crisp detail even on expansive landscapes. For best results maintain consistent texel density across your UV layout and consider using triplanar or layered tiling methods to minimize visible repetition. Combining the Normal map with Height or Parallax mapping can further enhance surface depth and realism in close-up views.

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.