This seamless 3D texture presents an exceptionally detailed and photorealistic depiction of a muddy riverbed, intricately combining elements of muddy sediment and muddy water to authentically replicate natural mud deposits found in aquatic environments. The base substrate is primarily organic and mineral, representing fine-grained sedimentary mud mixed with water-saturated particles. These sediments vary in size and composition, creating a complex, layered surface where the mineral grains and organic matter bind together to form a cohesive, yet porous, substrate. The texture captures the subtle variations in moisture content and sediment layering, resulting in a richly nuanced surface finish that appears wet and slightly reflective, typical of river bottoms under natural conditions. The coloration is dominated by earthy brown and gray pigments, enhanced by oxide layers that simulate natural mineral staining and organic decay, contributing to the overall realism of the muddy water and sediment interaction.
The PBR workflow effectively maps these material characteristics across multiple channels for optimal realism: the BaseColor/Albedo channel conveys the diverse hues of mud and sediment with subtle shifts between wet and dry areas, while the Normal map provides fine surface detail such as sediment grains and ripples caused by water movement. Roughness values vary to reflect the naturally uneven wetness of the mud deposits—lower roughness areas mimic water-saturated surfaces with a slight sheen, whereas higher roughness zones represent drier, more granular sediment patches. Metallic is negligible, consistent with organic and mineral materials, and Ambient Occlusion enhances the depth perception in crevices and sediment layers. The Height/Displacement map enables realistic texture depth and surface undulations, crucial for close-up renders and enhancing immersion in riverbed modeling.
Rendered at an ultra-high 8K resolution, this texture is optimized for use in advanced 3D applications, fully compatible with Blender, Unreal Engine, and Unity, making it ideal for creating immersive, realistic aquatic and river environment scenes. Its seamless tile design ensures that extended surfaces can be covered without visible seams or artifacts, supporting large-scale natural scene creation without compromising visual fidelity. For best results, it is recommended to adjust the UV scale to capture the natural grain size of sediment and to fine-tune the roughness map to balance the wet and dry areas for specific lighting conditions, enhancing the authenticity of mud deposits and muddy water interaction in your projects.
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.
