Moss Wood Moss — Moss Planks Rough Old Green Wood — PBR seamless 3D texture free download

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

Preview — Moss Wood Moss — Moss Planks Rough Old Green Wood — PBR seamless 3D texture

IDmoss-wood-moss-planks-rough-old-green-wood
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Moss Wood Moss texture presents a highly detailed seamless 3D surface inspired by rough old green wood planks covered in natural moss. Its composition reflects the organic complexity of weathered wooden substrates intertwined with moss fibers producing a porous yet robust surface. The base material is primarily aged wood exhibiting grain orientation that enhances the natural roughness and unevenness typical of outdoor man-made wooden walls and floors. The moss acts as an organic overlay contributing subtle variations in color and texture with pigments ranging from deep forest greens to muted earthy tones. Surface finish appears matte and slightly weathered with natural erosion and oxidation effects visible emphasizing the aged and outdoor-exposed character of the material.

This physically based rendering (PBR) texture set includes meticulously crafted maps to represent these material qualities accurately. The Albedo (BaseColor) map captures the vivid green hues of moss alongside the warm brown and gray tones of old wood. The Normal map adds micro surface detail simulating the roughness of wood grain and the raised moss fibers while the Roughness map modulates surface reflectivity to reflect the matte weathered finish. Ambient Occlusion enhances depth perception in crevices and grain supporting realistic shadowing and the Height map provides subtle displacement effects that convey the porous uneven surface ideal for parallax or tessellation techniques. The textures are available in crisp 4K resolution with an optional 8K upgrade for high-end visual fidelity supplied in both PNG and EXR formats supporting metal/rough workflow calibration for consistent shading in real-time engines and offline renderers.

Optimized for modern pipelines this seamless moss wood texture integrates smoothly into popular 3D software and game engines such as Blender Unreal Engine and Unity. It balances detail and performance ensuring reliable results across diverse digital content creation workflows and game engine environments without requiring manual tweaking. For practical use adjusting the UV scale to align the plank grain orientation with your model and fine-tuning the roughness map can enhance realism especially for outdoor scenes where weathering effects are pronounced. This texture is well-suited for applications involving walls floors or other man-made wooden structures exposed to natural elements delivering an authentic moss-covered wood appearance with physically based accuracy and high-resolution detail.

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

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