Seamless Brick Wall and Moss by Share Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Brick Wall and Moss by Share Textures – PBR 3D Texture (8K ready)

IDbrick-wall-and-moss-by-share-textures-pbr-seamless-8k
Brick
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Brick Wall and Moss texture by Share Textures is a high-quality PBR 3D material designed for realistic rendering across modern workflows. This texture captures the intricate composition of aged brick masonry intertwined with natural moss growth showcasing a mineral-based ceramic substrate typical of traditional brickwork. The bricks display subtle variations in grain orientation and surface porosity due to weathering with organic moss fibers adding a soft irregular green overlay. The surface finish combines the roughness of worn brick with the moist slightly velvety texture of moss enhanced by natural iron oxide pigments and weather-induced color shifts that create an authentic aged appearance. This complexity is faithfully represented in the texture’s PBR channels where the Base Color (Albedo) map details the distinctive red and green hues the Normal map conveys surface irregularities from brick grain to moss clumps and the Roughness map balances the matte brick surface with the softer more diffuse moss patches. Ambient Occlusion enhances depth in crevices and mortar joints while Height and Displacement maps simulate subtle relief and surface unevenness perfect for advanced parallax effects or displacement in high-detail rendering.

Optimized for seamless tiling this texture is suitable for large surfaces without visible repetition making it ideal for architectural visualizations game environments and VR scenes. It supports resolutions up to 8K ensuring exceptional detail and fidelity even in close-up views. Fully compatible with industry-leading engines such as Blender Unreal Engine and Unity the pack integrates smoothly with workflows using Principled BSDF shaders in Blender Unreal’s Base Color Roughness Normal and AO inputs or Unity’s URP/HDRP Lit shader connections. The texture’s physically based design guarantees consistent shading behavior across different engines allowing artists to rely on predictable light interaction and material response.

This licensed asset is public domain granting freedom to use modify and redistribute for both personal and commercial projects without restrictions. To maintain visual realism it is recommended to keep consistent texel density when applying the texture ensuring uniform detail across your model. Additionally combining the Normal map with Height or Parallax maps can enhance the perception of depth especially on brick edges and moss clusters while triplanar or layered tiling techniques help to minimize noticeable repetition. Import the Base Color as sRGB for accurate color rendition and treat data maps such as Roughness Normal AO and Height as Non-Color data to preserve their integrity during rendering.

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.