This seamless 8K PBR texture captures the intricate details of a muddy tire tread imprint left on offroad terrain, showcasing a complex interplay between organic mud and the geometric form of tire tracks. The base material is predominantly a natural clay and soil substrate, characterized by a fine granular composition mixed with varying moisture levels. This substrate acts as the primary canvas, where compressed mud forms distinct ridges and grooves corresponding to the offroad tire’s aggressive tread pattern. The tread itself is defined by sharp, angular blocks and channels designed to maximize traction, creating a repeating geometric motif that is both functional and visually rich.
The texture’s composition reveals a layered system: the substrate consists of soil particles bonded by water and organic binders, resulting in a semi-cohesive muddy surface with moderate porosity. This porosity is evident in the subtle pits and cracks formed as the mud partially dries and compacts under the tire’s pressure. The surface finish appears matte with a slightly wet sheen, reflecting ambient light in a diffused manner that highlights the roughness variations between the smooth mud splash areas and the coarse tire tread edges. Pigmentation arises naturally from earth tones—deep browns, muted ochres, and hints of darker organic matter—enhancing the realism of the mud splash pattern and tire track mud residue.
In PBR channels, the BaseColor (Albedo) maps the rich earthy palette with color variation that follows the mud’s moisture gradient and sediment composition. The Normal map accentuates the raised tread blocks and recessed mud trails, offering depth and tactile detail to the tire imprint. Roughness is carefully balanced to reflect the contrast between wet, glossy mud splashes and drier, more matte sections of the ground track. Metallic values remain minimal to none, as natural soil and mud lack metallic properties. Ambient Occlusion enhances shadowing within the tread grooves and mud depressions, reinforcing the texture’s dimensionality, while the Height/Displacement map provides fine relief detail for realistic parallax effects in real-time engines.
Designed for high fidelity, this texture supports advanced workflows in Blender, Unreal Engine, and Unity, leveraging its 8K resolution to maintain clarity and detail even on expansive terrain surfaces. Practical usage recommends adjusting the UV scale to match vehicle tire sizes realistically, and fine-tuning roughness to simulate varying wetness levels depending on environmental context. Additionally, blending height or parallax maps with normal maps can improve the perceived depth of tire tracks on uneven muddy surfaces, enhancing immersion in offroad simulations or game environments.
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.
