This seamless 8K PBR texture captures the intricate details of a fresh tire print pressed into wet mud, characterized by a distinct circular tread pattern combined with dynamic mud splash effects. The base material composition primarily consists of saturated soil with a high moisture content, providing a soft yet cohesive substrate that readily holds the tire imprint. The texture reflects a natural mixture of fine clay particles, organic matter, and small aggregates typical of wet soil, resulting in a slightly porous surface that retains subtle depressions and raised ridges from the tire’s manual pressure. The circular pattern replicates the geometric tread design of the tire, with raised rubber treads creating sharp, repetitive grooves and indentations in the mud, forming a complex three-dimensional form that conveys depth and realism.
From a material perspective, the wet mud surface shows a variable roughness due to the interplay between smooth water films and coarse soil granules. The albedo (BaseColor) map effectively captures the darkened, saturated earth tones with subtle variations of brown and gray, punctuated by lighter tones where mud splashes have dried or been displaced. The normal map emphasizes the tire tread’s ridges and the uneven mud texture, enhancing the perception of depth and mechanical patterning without metallic reflections, as the metallic channel remains near zero. Roughness values fluctuate across the surface, with the wet areas exhibiting low roughness for a glossy, reflective finish, while drier soil patches display increased roughness for diffuse reflection. Ambient occlusion highlights crevices within the tire pattern and around mud clumps, contributing to realistic shadowing and grounding the texture firmly within a 3D environment. Height and displacement maps further define the raised tire treads and subtle soil depressions, allowing for effective parallax and displacement effects in rendering engines.
The surface finish appears naturally matte in dry zones, transitioning to a semi-glossy, slick finish where moisture accumulates, accurately reflecting the wet soil’s behavior under light. Pigments are intrinsic to the soil composition rather than applied colorants, resulting in an organic, earthy palette. Weathering effects are minimal, emphasizing the freshness of the tire impression with minimal erosion or cracking. This texture has been optimized for seamless tiling, ensuring that multiple tire tracks can overlap realistically without visible seams or repetition artifacts, ideal for terrain detailing in environmental visualizations, offroad vehicle simulations, and game scenes requiring authentic wet soil interactions.
Compatible with Blender, Unreal Engine, and Unity, this texture supports all essential PBR channels at an 8K resolution, delivering high fidelity and fine detail for close-up renders. For best results, it is advisable to adjust the UV scale carefully to maintain natural proportions of the tire tread relative to the vehicle model. Additionally, tuning the roughness map can help simulate varying wetness levels, while blending height and normal maps can enhance the perceived depth of the tire imprint without excessive geometry. This approach ensures versatile usage across diverse 3D workflows and rendering environments, providing a reliable and photorealistic representation of fresh tire prints on wet mud.
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.
