This seamless 3D texture presents a photorealistic depiction of soft yellow mud characterized by intricate mud peel and clearly visible mud layers, capturing the natural stratification and drying process of sediment. The base substrate consists primarily of fine organic and mineral particles, bound together by moisture and natural clay minerals, which create a cohesive yet delicate surface prone to subtle peeling and flaking. The layered formations arise from drying and sedimentation cycles, with each mud layer exhibiting slightly varied porosity and grain orientation that contribute to the texture’s realistic depth. The warm yellowish coloration derives from natural iron oxide pigments mixed within the mud, lending a soft, earthy tone suitable for environmental visualizations such as floodplains, muddy fields, or riverbanks. Weathering effects appear in the form of surface cracks and peeling edges, enhancing the tactile appearance and emphasizing the organic material’s response to drying and exposure.
In terms of physically based rendering (PBR) channels, the BaseColor (Albedo) map captures the subtle variations in yellow mud hues and pigment distribution, while the Normal map defines the fine details of peeling edges and layered sediment topography. The Roughness map balances smooth, soft mud areas with rougher, cracking surfaces where mud peels away, simulating natural moisture evaporation and surface texture contrast. The Metallic channel is kept minimal or flat, reflecting the organic, non-metallic nature of the mud. Ambient Occlusion enhances the perception of depth in crevices and between layers, while the Height (Displacement) map provides realistic relief that accentuates the stratified layers and mud peel for enhanced parallax and shadowing effects. Rendered at an ultra-high 8K resolution, this texture ensures exceptional detail and clarity, making it ideal for close-up terrain work and high-fidelity sediment surface visualization.
Designed for seamless tiling without visible seams or repetitive patterns, this texture is ready for integration in Blender, Unreal Engine, and Unity projects. Its natural, layered composition and soft yellow coloration adapt well to diverse environmental settings, from natural floodplains to muddy agricultural fields. For optimal results, it’s recommended to adjust the UV scale to maintain the realistic size of mud peel details and to fine-tune the roughness map to simulate varying moisture levels across the surface. Using the Height map with parallax occlusion mapping or displacement will further enhance the tactile realism of the mud layers and peeling effects, adding depth and authenticity to any 3D terrain or natural surface visualization.
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.
