This seamless 3D texture showcases a photorealistic PBR 8K resolution depiction of a rocky planet surface, intricately detailed with cratered formations and basaltic rock composition. The base material resembles dense volcanic basalt, characterized by its fine-grained mineral substrate composed primarily of plagioclase feldspar and pyroxene crystals. This mineralogical foundation is embedded within a weathered regolith matrix, combining fine particulate dust and fragmented rock aggregates that create natural porosity and surface roughness. Subtle layering of dust mantle and mineral deposits mimics realistic planetary weathering, while impact basins and cooled lava flows introduce geological complexity that enriches the terrain’s visual depth and authenticity. The surface finish appears matte and slightly rough, reflecting the oxidized and eroded basaltic rock typical of extraterrestrial rocky planet surfaces exposed to harsh environmental conditions.
In the PBR workflow, the BaseColor (Albedo) channel captures the natural dark gray to black hues of basaltic rock, interspersed with lighter dust tones and subtle color variations from mineral inclusions. The Normal map conveys intricate surface details such as crater edges, fissures, and fine regolith grains, enhancing the tactile realism of the terrain. Roughness values are carefully calibrated to reflect the matte, non-metallic nature of the rock, producing soft light scattering without glossiness. The Metallic channel is minimal to nonexistent, consistent with the non-metallic basalt base. Ambient Occlusion accentuates shadowed crevices within impact craters and tectonic fissures, adding depth and contrast. Height or Displacement maps enable realistic parallax and surface relief effects, emphasizing crater depth and lava flow contours for more immersive planetary visualization.
This high-quality seamless rocky planet cratered surface texture is optimized for advanced 3D modeling and rendering engines such as Blender, Unreal Engine, and Unity. Its 8K resolution ensures exceptional detail fidelity for close-up planetary scenes or large-scale environment maps without pixelation. For best results, users should consider adjusting UV scale to balance detail repetition and scene scale, and fine-tune roughness parameters to match specific lighting conditions or material wear levels. Additionally, leveraging displacement or parallax mapping can significantly enhance the perceived depth of cratered formations, making this texture an ideal choice for realistic planetary surface projects requiring both visual accuracy and technical versatility.
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.
