Wet Savanna Texture free download

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

Free textures Wet Savanna Texture  free download

IDwet-savanna-texture
Grass
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Wet Savanna Texture is a meticulously crafted seamless tileable texture designed specifically for grass environments within modern 3D material libraries. This texture captures the organic complexity of a wet savanna surface featuring a rich base substrate of soil interwoven with fine grass blades and natural organic debris. The composition reflects a blend of humid earth and dense vegetation where moisture saturation influences the surface finish resulting in a slightly glossy damp appearance. The texture’s natural pigments range from deep earthy browns to muted greens enhanced by subtle variations caused by water retention and weathering effects. These details are carefully balanced to avoid overly repetitive patterns delivering a convincing cohesive look even when tiled across large UV islands in expansive scenes.

In physically based rendering (PBR) workflows the Wet Savanna Texture excels in realism and technical precision. The BaseColor (Albedo) channel highlights the natural color palette of wet soil and grass while the Normal map provides fine surface detail that conveys the subtle bumps of grass blades and soil granularity. The Roughness channel is calibrated to reflect the wetness—lower roughness values simulate the shiny slick surface caused by moisture contrasting with drier patches for visual depth. There is no metallic component as the texture is purely organic so the Metallic channel remains flat. Ambient Occlusion enhances shadowing in crevices between grass clumps and soil adding dimensionality while the Height/Displacement map affords realistic depth perception for parallax effects making the terrain feel tactile and immersive.

Optimized for up to 8K resolution this texture ensures exceptional clarity and detail suitable for high-end cinematic renders as well as real-time applications in Blender Unity and Unreal Engine. It integrates seamlessly into various pipelines maintaining consistent texel density and uniform UV layouts to prevent distortion and pattern stretching. For the best visual fidelity adjusting the UV scale to match surrounding assets is recommended and fine-tuning the roughness parameter can help tailor the wetness effect to specific lighting conditions or artistic direction. Whether used for level dressing environmental studies or material experimentation this AI-generated wet savanna texture provides predictable repeatable results that enhance any 3D project with authentic natural surfaces.

The seamless tileable wet savanna texture features realistic grass textures and an AI-generated wet savanna texture that enhances PBR materials with a detailed 3D preview for accurate surface representation.

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.