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

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

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

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

The Seamless Mossy Rock texture by Texture Haven is a meticulously crafted PBR 3D material that captures the intricate interplay between rugged stone and natural moss growth. At its core the base substrate consists of coarse mineral rock characterized by a fractured weathered surface that reflects years of exposure to outdoor elements. The rock’s porous nature is evident through subtle crevices and cracks while the surface finish combines rough granular patches with softer organic moss fibers that cling to the stone face. The moss appears as a dense fibrous layer adding a natural green tint that contrasts with the earthy gray and brown tones of the mineral base. This complex blend of organic and inorganic components is faithfully represented in the texture’s composition with pigments and oxide layers contributing to the natural color variations and weathering effects visible on the surface.

In terms of PBR channels the Base Color (Albedo) map accurately conveys the color differentiation between the muted rock substrate and the vibrant moss overlay ensuring realistic shading under various lighting conditions. The Normal map captures the intricate surface detail including the rough cracked rock face and the soft irregular moss fibers providing depth and tactile complexity without heavy geometry. The Roughness channel is finely tuned to reflect the contrast between the matte uneven rock and the slightly softer less reflective moss which affects light scattering and specular highlights. Ambient Occlusion enhances the perceived depth in crevices and moss clusters while the Height (Displacement) map adds subtle relief emphasizing the texture’s three-dimensional qualities when used with parallax or displacement mapping techniques. The Metallic channel remains minimal or neutral as the material is non-metallic focusing on natural stone and organic growth.

This texture pack is optimized for seamless tiling across large surfaces making it ideal for realistic terrain rock faces and outdoor environments. It comes in resolutions up to 8K ensuring crisp detail even on close inspection or large-scale projects. The material is fully compatible with modern rendering workflows and engines such as Blender (using Principled BSDF) Unreal Engine (feeding Base Color Roughness Normal and AO maps) and Unity’s URP/HDRP (connected to the Lit shader). For optimal results maintaining consistent texel density across your models is recommended and experimenting with triplanar or layered tiling can effectively mask repetition on expansive rock surfaces. Additionally combining the Normal map with the Height channel offers enhanced parallax effects adding realism without excessive geometry.

When integrating this mossy rock texture import the Base Color map using sRGB color space to preserve accurate color representation while data maps like Normal Roughness AO and Height should be imported as Non-Color to maintain their numerical integrity. Adjusting roughness values subtly can help tailor the material’s reflectivity to match specific environmental conditions such as dampness or dryness. With its public domain license this seamless tileable PBR texture by Texture Haven provides a versatile high-quality solution for artists seeking natural weathered rock materials enhanced by lush moss detail across multiple platforms and rendering engines.

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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