This seamless 3D texture presents a highly detailed mossy stone surface characterized by its natural, weathered appearance and rough tactile quality. The base material mimics a rugged natural stone substrate, composed primarily of coarse mineral aggregates bound together by fine silicate cement, replicating sedimentary rock with notable porosity and grain variation. The moss elements overlay this stone substrate, adding organic, fibrous patches that integrate with crevices and surface irregularities, emphasizing the stone’s exposure to environmental conditions. The form is irregular and non-uniform, resembling a natural rock face or aged stone wall rather than geometric patterns, with a subtly fractured, porous texture that enhances realism and depth.
In terms of material composition, the stone’s rough surface finish exhibits weathering effects such as chipping, erosion, and biological growth, resulting in a matte, non-reflective appearance. The color palette includes muted earth tones—gray and beige stone hues interspersed with greenish moss pigments—achieved through natural mineral colorants and organic matter. This combination creates a visually rich, tactile surface with distinct micro-roughness and subtle height variations. The texture maps leverage Physically Based Rendering (PBR) workflows: the BaseColor (Albedo) channel captures the diffuse stone and moss coloration without lighting information; the Normal map encodes fine surface bumps and moss fibers for realistic light interaction; Roughness defines the stone’s matte finish and moss softness; Metallic is minimal or zero, as natural stone is non-metallic; Ambient Occlusion adds depth by simulating shadowing in crevices; and Height/Displacement provides accurate geometry detail for surface relief, enhancing the three-dimensional effect.
Rendered at an impressive 8K resolution, this texture ensures exceptional clarity and detail even in close-up views, making it suitable for high-fidelity projects in Blender, Unreal Engine, and Unity. Its seamless tiling capability allows for smooth, continuous application over large surfaces without visible repetition or seams, preserving the natural randomness essential for outdoor or architectural visualizations. The texture’s fidelity supports complex shading and lighting setups, enabling realistic mossy stone representation in real-time engines or offline rendering workflows.
For optimal usage, it is recommended to adjust the UV scale to maintain the fine grain and moss detail relative to the scene’s scale, avoiding overly stretched or compressed patterns. Additionally, carefully tuning the roughness map can balance between the stone’s coarse matte texture and the softer moss areas, enhancing material differentiation. Combining height or parallax mapping with normal maps can further accentuate depth perception on uneven stone surfaces, especially in interactive environments, contributing to a more immersive and tactile experience.
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.
