This seamless 3D PBR texture at 8K resolution vividly captures a heavily cratered planetary surface characterized by expansive impact basins and delicate layers of dusty regolith. The base substrate mimics a mineral-rich rocky terrain, composed primarily of finely fractured silicate minerals interspersed with ceramic-like dust particles. These mineral grains are bound together by a natural cementing agent analogous to space-weathered oxides, creating a porous yet compact surface with subtle variations in grain orientation. The surface finish is matte and weathered, reflecting a naturally eroded texture shaped by countless micrometeorite impacts and dust accumulation over time. Colorants include muted earth tones with oxide layers imparting slight reddish and grayish hues, enhancing the realism of a barren, sun-bleached planetary crust.
In terms of PBR channel composition, the BaseColor (Albedo) map presents a flat, shadow-free rendering that accurately portrays the dusty regolith’s fine color gradations without artificial lighting bias. The Normal map captures the intricate topography of crater rims, impact basin edges, and eroded surface details, adding depth and tactile realism to models. Roughness values vary across the terrain, with smoother dusty areas contrasting against rough, fractured rock surfaces, while the Metallic channel remains near zero to reflect the non-metallic, ceramic-like nature of the material. Ambient Occlusion enhances subtle crevices within crater walls and regolith layers, contributing to natural weathering effects. The Height (Displacement) map provides precise elevation data for use in parallax or tessellation shaders, emphasizing the complex relief of the cratered surface.
Designed for seamless tiling, this texture integrates effortlessly into scientific visualization projects, space environment simulations, or entertainment assets demanding authentic cratered planetary terrain. It is fully optimized and ready for use in Blender, Unreal Engine, and Unity, supporting high-fidelity renderings at 8K resolution. For practical application, adjusting the UV scale to match the target model’s dimensions ensures that crater details maintain their natural proportions. Additionally, fine-tuning roughness values can simulate varying surface weathering, from freshly exposed rock to dust-covered regolith, enhancing dynamic realism in diverse lighting conditions.
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.
