This seamless 8K PBR texture captures the intricate details of bike tire prints on a forest trail surface, showcasing the shallow tread pattern pressed into dry, compacted soil. The base material is primarily a natural earth substrate composed of fine-grained mineral particles, organic matter, and subtle aggregates such as small pebbles and decomposed leaves. The soil's porosity varies slightly, revealing areas of compressed dirt where the tire tread has indented, contrasted against untouched, loosely packed ground. This variability in texture and depth creates a realistic topography that is essential for achieving convincing displacement and normal mapping in 3D applications.
The geometric form of the texture centers on the manually made tire print pattern, featuring a repeating tread design with linear grooves and small ridges that reflect shallow, worn rubber contact with the trail. This pattern is arranged in a consistent, tileable manner, allowing for seamless repetition without visible borders. The surface finish of the soil imprint is matte and slightly rough, characteristic of dry soil, with minimal sheen or gloss. Colorants are naturally occurring earth tones—ranging from muted browns to subtle grays—highlighted in the BaseColor (Albedo) channel, which is neutral-lit to preserve true color fidelity without directional shading.
In terms of PBR channel mapping, the Normal map intricately captures the micro-relief of the soil surface and tire tread edges, enhancing the perception of depth and subtle surface irregularities. The Roughness map reflects the dry, dusty soil’s non-reflective, matte qualities, with higher roughness values across most of the texture except for slightly smoother areas within the tire imprint where compression reduces surface granularity. There is no metallic component, so the Metallic map remains uniformly black. The Ambient Occlusion map accentuates shadows within the tire grooves and soil crevices, adding realism to shading. Finally, the Height or Displacement map offers finely graded elevation changes to simulate the shallow indentations caused by the tire, critical for parallax or tessellation effects in supported engines.
This texture is fully optimized for use in Blender, Unreal Engine, and Unity, providing a high level of detail suitable for close-up renders or expansive forest trail scenes. When applying the texture, it is advisable to adjust the UV scale carefully to avoid overly repetitive patterns in large terrains. Additionally, fine-tuning the roughness values can help simulate different moisture levels in the soil, while blending the height map with normal maps will deliver enhanced surface realism without excessive tessellation costs. This makes the texture highly versatile for cycling simulations, natural environment visualization, or game assets requiring authentic trail markings and natural soil impressions.
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.
