This seamless 8K PBR texture captures the intricate details of worn tire prints impressed onto dry soil, characterized by a repeating diamond tread pattern and subtle soil imprint variations. The base material consists primarily of compacted dry earth, exhibiting a granular, slightly porous substrate formed from fine sand particles and microscopic clay aggregates. The soil’s surface shows natural weathering effects such as minor cracking and uneven compaction, which add to the realism of the imprint. The tire tread itself, modeled as a geometric diamond lattice, reveals the typical grooved form of a manual tire, whose rubber material has worn down over time, resulting in softened edges and variable depth across the pattern. This interplay between rigid tread geometry and organic soil texture creates a compelling contrast in form and material composition.
The texture’s surface finish is matte and slightly dusty, reflecting the dry, arid conditions of the soil, while the tire grooves contain subtle accumulations of loosened soil particles, simulating natural residue left behind after tire passage. The coloration in the BaseColor (Albedo) map ranges from muted ochres and warm browns of the dry earth to darker rubbery blacks and grays of the worn tread, with smooth tonal transitions highlighting soil compaction and tire imprint pressure. The Normal map accurately conveys the embossed relief of the tire grooves and soil indentations, enhancing the perception of depth and surface irregularities. Roughness values are carefully balanced to reflect the dry soil’s non-reflective, coarse texture and the matte, weathered rubber, with low metallic values consistent with organic and non-metallic materials.
The Height (Displacement) channel provides precise elevation data for the tread’s raised and recessed areas, improving parallax and displacement effects in 3D environments, while Ambient Occlusion accentuates shadowed crevices within the grooves and soil depressions, enriching visual depth. The texture is fully tileable, allowing seamless repetition over large terrains without visible seams, making it well-suited for environmental renderings requiring extensive ground coverage. Its high 8K resolution ensures exceptional detail fidelity in close-up views, supporting workflows in Blender, Unreal Engine, and Unity with optimized PBR channel integration for realistic lighting and shading.
For practical implementation, it is recommended to carefully adjust the UV scale to match the desired tire print size relative to the scene, ensuring the diamond tread pattern maintains natural proportions. Additionally, fine-tuning the roughness map can help achieve the appropriate balance between dry soil matte characteristics and the subtle reflectivity of worn rubber. Blending Height and Normal maps with parallax occlusion can further enhance the tactile depth of the tire grooves, providing a convincing physical imprint that responds dynamically to lighting and camera angles in real-time applications.
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.
