Seamless Aerial Grass Rock by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Aerial Grass Rock by Texture Haven – PBR 3D Texture (8K ready)

IDaerial-grass-rock-by-texture-haven-pbr-seamless-8k
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Aerial Grass Rock by Texture Haven is a meticulously crafted PBR 3D texture designed to represent a natural rock surface interwoven with patches of grass and moss ideal for modern rendering workflows. The base substrate is a rugged weathered stone characterized by mineral granularity and subtle porosity giving it an organic slightly rough finish that captures erosion effects and natural wear. The rock’s surface features a blend of fine aggregates and organic elements like moss and grass fibers which add complexity and realism to the texture. These components are seamlessly combined with earthy colorants including muted browns greens and grays produced by natural pigments and oxide layers that simulate the weathered mineral composition and organic growth on the rock face. The surface finish is matte to semi-rough balancing between natural stone irregularity and soft vegetation coverage enhancing the tactile feel of the material in 3D environments.

In the PBR channels this composition is carefully translated to maximize visual fidelity and physical accuracy. The Base Color (Albedo) map captures the intricate color variations from the rock’s mineral base and the overlay of mossy grass with subtle shifts in hue that reflect natural lighting conditions. The Normal map conveys the fine bumps and crevices of the rock’s texture combined with the softer fibrous detail of grass patches providing depth and enhancing the light interaction. The Roughness map defines the surface reflectivity with the stone areas exhibiting moderate roughness to simulate weathered rock while mossy and grassy sections appear softer and less reflective. The Metallic channel remains non-metallic consistent with the organic and mineral composition. Ambient Occlusion adds natural shading in crevices and under grass clumps emphasizing depth and realism. The Height/Displacement map captures the micro-relief of the rock surface and subtle elevation changes caused by vegetation which can be used for advanced displacement or parallax effects in engines.

This texture pack is optimized for seamless tiling across large surfaces ensuring consistent shading and natural repetition avoidance crucial for expansive terrains or cliff faces. Available in resolutions up to 8K it guarantees high detail and crispness suitable for close-up renders in Blender Unreal Engine and Unity. The pack supports modern shader workflows including the Principled BSDF shader in Blender and can be effectively integrated into Unreal Engine by feeding the Base Color Roughness Normal and AO maps or connected to the Lit shader in Unity’s URP and HDRP pipelines. For best results maintain consistent texel density across your models and consider using triplanar or layered tiling techniques to minimize visible repetition patterns. Additionally combining the Normal map with Height or Parallax maps can enhance surface depth while importing the Base Color as sRGB and all data maps as Non-Color ensures accurate 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.