Mossy Uneven Rock — Uneven Rock Natural Striated Mosscovered Mossy — PBR seamless 3D texture free download

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

Preview — Mossy Uneven Rock — Uneven Rock Natural Striated Mosscovered Mossy — PBR seamless 3D texture

IDmossy-rock-rough-moss-rock-face-cracked-lichen-striations
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Mossy Uneven Rock texture is a meticulously crafted seamless 3D material designed to replicate the complex natural surface of weathered rock faces covered with moss lichen and characteristic striations. This PBR texture captures the interplay of organic moss growth and uneven cracked stone substrate reflecting a natural outdoor terrain environment. The base substrate mimics rugged silicate rock with varied porosity and rough surface finish while the organic moss and lichen layers introduce softer fibrous aggregates that subtly blend with the mineral base. Fine striations and cracks are visible in the grain orientation revealing natural weathering and erosion patterns which are enhanced by subtle oxide pigment layers adding color variation from earthy browns to muted greens. The surface finish presents a balanced roughness typical of mosscovered rock neither overly polished nor excessively matte offering realistic tactile qualities suitable for diverse natural scenes.

This physically based texture set includes high-resolution 4K maps with an optional 8K upgrade ensuring exceptional detail for close-up renders and high-end production pipelines. The Albedo channel shows diffuse color variations from the moss’s green hues to the rock’s natural gray and brown tones while the Normal map intricately simulates the uneven rock face’s micro-reliefs striations and moss clumps. Roughness maps define the varying surface reflectivity where moss areas appear softer and less reflective compared to the rough cracked rock. The Ambient Occlusion map enhances depth perception in crevices and fissures and the Height map provides accurate displacement data for realistic surface relief and parallax effects. The texture is fully tileable maintaining consistency across large terrains without visible seams and is optimized for Blender Unreal Engine and Unity using metal/rough workflow calibrations. These ensure consistent shading and reliable results across real-time and offline rendering environments without manual tweaking.

When applying this mossy rock texture consider adjusting the UV scale carefully to match your scene’s natural proportions as finer scale can emphasize moss details while larger scale highlights the rough cracked rock substrate. Tuning roughness values can also help balance the wet mossy patches against drier rock areas to achieve photorealistic outdoor terrain surfaces. With its physically based design seamless tileability and extensive PBR channel support—including albedo normal roughness ambient occlusion and height—this texture delivers a natural mosscovered and striated rock appearance suited for realistic environmental modeling and game asset creation.

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.