Seamless 3d texture pbr 8k mossy dolomite stone surface for natural weathered appearances free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k mossy dolomite stone surface for natural weathered appearances

Texture Info

IDseamless-3d-texture-pbr-8k-mossy-dolomite-stone-surface-for-natural-weathered-appearances
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR texture depicts a mossy dolomite stone surface characterized by natural weathering and organic growth. The base material is dolomite, a sedimentary carbonate rock composed primarily of calcium magnesium carbonate, which forms dense, crystalline grains. Its geometric form resembles irregular stone slabs commonly found in natural cliffs and stone walls, featuring rough edges and fractured surfaces. The texture captures fine stone grains and sediment layers interspersed with subtle stone cracks, highlighting the porous and slightly eroded nature of the substrate. This porosity facilitates moss colonization, which is represented by uneven, soft green patches that partially veil the underlying stone, adding depth and ecological realism.

The composition reflects a complex interplay between the dolomite substrate and the biological elements of moss, with no artificial binders or adhesives, as expected in natural formations. The stone’s surface finish is matte and rough, shaped by prolonged exposure to environmental factors such as wind and moisture, which contribute to its weathered appearance. Colorants within the texture range from muted grays and creamy whites of the dolomite mineral matrix to varying mossy greens and earthy browns, accurately conveyed through the BaseColor (Albedo) map. The Normal map captures micro and macro surface variations, including stone cracks and moss contours, enhancing tactile realism. Roughness maps emphasize surface irregularities, with higher roughness values where moss coverage increases and slightly lower values on exposed stone grains. Metallic values remain minimal, consistent with dolomite’s non-metallic nature. Ambient Occlusion accentuates crevices and crevasses, while Height/Displacement maps delineate subtle depth differences between stone surfaces and moss patches.

Designed for seamless tiling, this texture avoids visible repetition, making it suitable for expansive stone walls, cliffs, or ruin environments. The exceptionally high resolution of 8K ensures detailed close-ups without pixelation, supporting high-fidelity renders in Blender, Unreal Engine, and Unity workflows. The texture’s accurate PBR channel separation facilitates physically correct lighting interactions and material responses across different rendering engines.

When integrating this texture, it is advisable to carefully adjust the UV scale to prevent pattern distortion on large surfaces and to fine-tune the roughness map to control glossiness based on environmental context—more polished for sheltered areas, rougher for exposed faces. Additionally, blending height or parallax maps with normal maps can enhance perceived depth and surface complexity, especially in first-person or close-range views, optimizing visual authenticity without excessive geometry.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.