Rock Boulder Red — Rock Pitted Mossy Discolored Eroded Moss — PBR seamless 3D texture free download

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

Preview — Rock Boulder Red — Rock Pitted Mossy Discolored Eroded Moss — PBR seamless 3D texture

IDrock-pitted-mossy-cracked-weathered-rock-face-rock-boulder-red
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rock Boulder Red texture presents a highly detailed seamless 3D surface inspired by natural sandstone formations characterized by pitted mossy and weathered features. The base substrate mimics coarse mineral aggregates typical of sedimentary rock bound together by natural cementation processes. The surface exhibits uneven erosion patterns and subtle discoloration ranging from deep reds to muted oranges resulting from oxidized iron oxide pigments and organic moss growth. The texture’s rough and cracked rock face reflects prolonged outdoor exposure capturing the intricate porosity and fractured structure inherent to aged stone boulders. The interplay between the mineral grains and moss patches creates a visually rich and authentic environment asset suitable for natural terrain and outdoor scenes.

Physically based rendering (PBR) maps included in this texture pack are meticulously crafted to replicate the material’s physical and optical properties. The Albedo/BaseColor map conveys the natural red and orange hues along with mossy green accents while the Normal map enhances the perception of pitted and rough surface irregularities emphasizing cracks and uneven stone details. The Roughness channel controls the surface reflectivity balancing areas of polished erosion and matte moss-covered patches for realistic light interaction. Ambient Occlusion (AO) adds depth to crevices and recessed cracks reinforcing the weathered eroded look. The Height/Displacement map delivers precise elevation data enabling enhanced parallax effects for greater realism in both real-time and offline renderers. Metallic values remain minimal to reflect the non-metallic composition of the natural rock.

This texture is optimized for modern 3D pipelines and supports the metal/rough workflow ensuring consistent shading across DCCs such as Blender and major game engines including Unreal Engine and Unity. Provided in 4K resolution with an optional 8K variant it meets the demands of high-end visualization and detailed environment creation. The tileable design allows for seamless repetition on large terrain models without visible borders maintaining performance while delivering balanced detail. For best results it is recommended to adjust the UV scale to match the intended scene scale and to fine-tune roughness values to suit varying weathering levels. Utilizing the height map for subtle parallax displacement can significantly enhance the perception of depth on rock faces and boulder surfaces in outdoor settings.

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.