Seamless 3d texture pbr 8k of muddy marsh mud showing mud with grass and muddy soil clumps free download

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

Preview — Seamless 3d texture pbr 8k of muddy marsh mud showing mud with grass and muddy soil clumps

Texture Info

IDseamless-3d-texture-pbr-8k-of-muddy-marsh-mud-showing-mud-with-grass-and-muddy-soil-clumps
CategoryMud
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture, presented in stunning 8K resolution, authentically portrays the complex composition of muddy marsh terrain. The material captures organic mud deposits rich with natural earthy pigments and moist soil aggregates, interspersed with delicate grass blades and clumped muddy soil masses. The base substrate is an organic blend of saturated mineral-rich mud and decomposed plant matter, bound together by cohesive wetland moisture that enhances the texture’s natural porosity and subtle weathering effects. This results in a richly detailed surface finish that reflects the damp, rough, and uneven characteristics of marshy ground, with a subtle matte finish emphasizing the natural, unpolished quality of the mud and soil clumps.

In terms of physically based rendering (PBR) channels, the BaseColor/Albedo map reveals a palette of dark browns and muted greens, representing the muddy marsh soil with scattered grass elements. The Normal map emphasizes the fine details of soil grain orientation, grass blade edges, and the uneven surface of clumped mud deposits, enhancing light interaction for realistic depth perception. The Roughness channel varies across the texture, with wetter mud areas showing lower roughness for a slightly reflective, slick appearance, while drier soil clumps appear rougher and more matte. The Metallic map is essentially non-metallic, consistent with natural organic materials, while Ambient Occlusion enriches shadows in crevices between mud clumps and grass roots to heighten realism. Height/Displacement maps capture subtle elevation changes from mud lumps and grass tufts, ideal for enhanced parallax effects in real-time engines.

Designed for seamless tiling without visible seams or repetitive patterns, this texture is fully optimized and ready for integration into Blender, Unreal Engine, and Unity workflows. It is perfectly suited for applications demanding realistic wetland environments, including game terrains, architectural visualizations, and natural scene renderings. For optimal results, adjusting the UV scale to maintain natural proportions of mud clumps and grass blades is recommended, as is fine-tuning roughness values to simulate varying moisture levels across the marsh surface. Utilizing the height map for parallax occlusion mapping can further enhance the tactile feel of the muddy marsh environment, delivering immersive, photorealistic texturing solutions.

The PBR material features a realistic composition of mud with grass and muddy soil clumps, optimized as an unreal blender ready texture for accurate surface detailing.

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.