This seamless 8K PBR texture captures a flat tire print embossed on a dry sandy substrate intermixed with loose gravel and fine soil particles. The base material is predominantly a compacted dry sand surface, characterized by its granular composition of quartz and feldspar grains bonded loosely with minimal moisture content. This sandy ground is interspersed with small gravel fragments, providing a heterogeneous texture that reflects natural terrain variations. The imprint itself reveals a shallow tread pattern, indicative of a manual or lightly loaded tire, which compresses the topsoil and gravel without disturbing deeper substrate layers. The overall form is a repeating pattern of tire track depressions, creating a tiled surface suitable for expansive environment coverage without visible seams.
The composition of this texture involves multiple layers that contribute to its realistic appearance when applied in 3D scenes. The dry sand acts as the primary substrate with high porosity, allowing for subtle shadows within the tread impressions and loose gravel cavities. The gravel pieces serve as aggregates that break the monotony of the sand, adding micro-variation in roughness and height. The soil imprint exhibits slight compaction, reducing porosity locally and increasing surface roughness contrast. There are no metallic components; the surface finish is matte and naturally weathered, showing minor erosion and dust accumulation that soften edges of the tire tread marks. Coloration is derived from natural earth pigments, ranging from pale beige sands to muted gray-browns of the gravel and soil, captured precisely in the BaseColor (Albedo) channel.
From a PBR mapping perspective, the BaseColor provides detailed diffuse coloration with subtle tonal shifts between sand and gravel. The Normal map defines the shallow tread geometry and the granular surface irregularities, enhancing the perception of depth and physical form. Roughness values vary across the surface, with smoother, compressed soil areas within the tread imprint contrasting against the coarse, loose gravel patches, delivering realistic reflectance behavior under varied lighting. The Metallic channel remains uniformly zero, consistent with non-metallic earth materials. Ambient Occlusion highlights crevices and recessed tire impressions, adding shadow depth for enhanced realism. Height and Displacement maps accurately reproduce the elevation changes from the flat sandy surface to the marginally indented tire tracks and raised gravel fragments, supporting detailed parallax and displacement effects.
Optimized for use in Blender, Unreal Engine, and Unity, this texture’s 8K resolution ensures high fidelity even in close-up views or large terrain applications. Its seamless tiling capability simplifies UV mapping workflows, enabling effortless repetition across extensive ground planes without visible joins. When integrating this texture into 3D projects, it is advisable to fine-tune the roughness channel to balance reflectivity based on specific lighting conditions and material blending. Additionally, combining height displacement with normal map detail can significantly improve the tactile realism of the shallow tread pattern, especially when using parallax occlusion mapping or tessellation features.
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.
