This seamless 3D texture presents an ultra-realistic mud puddle surface with muddy water and mud splashed around the edges, captured in stunning 8K resolution using advanced Physically Based Rendering (PBR) techniques. The base substrate mimics a natural organic earth composition, combining fine mineral grains and soft organic matter, which form the wet, malleable muddy surface. The texture’s binders imitate water-suspended clay and silt particles, creating a cohesive but porous muddy matrix with subtle variations in grain orientation and moisture content. This results in a surface finish that is neither fully polished nor rough but exhibits a naturally moist, semi-reflective quality typical of shallow, rain-soaked puddles. The color palette is dominated by earthy brown and gray pigments mixed with darker, water-saturated zones, effectively conveying the depth and wetness of the muddy water and the surrounding mud splashes and smears.
In the PBR channels, the BaseColor (Albedo) captures the complex interplay of muddy water hues and saturated earth tones, while the Normal map reproduces fine surface irregularities, from small ripples in the water to clumped mud textures. The Roughness map balances glossy, reflective wet puddle areas against rough, matte mud splashes, emphasizing realistic light diffusion. This texture contains no metallic elements, so the Metallic channel remains null, maintaining an organic, non-metallic appearance. Ambient Occlusion enhances crevices and depressions where mud accumulates, adding depth and realism. The Height/Displacement map accurately portrays subtle elevation changes between water and surrounding mud, supporting convincing parallax effects in close-up renders.
Designed for seamless tiling, this mud puddle texture can be applied extensively without visible repetition or seams, making it perfect for large-scale environments such as rain-soaked terrain, wetlands, or muddy ground surfaces. Its 8K resolution ensures exceptional detail even in close camera views, while the texture is fully optimized and compatible with popular 3D engines and software, including Blender, Unreal Engine, and Unity. For practical use, adjusting the UV scale can help match the texture’s fine mud particle size to the scene’s scale, and tuning the roughness channel allows control over how wet or dry the surface appears under different lighting conditions, enhancing realism in dynamic environments.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
