Outdoor Sand Terrain — Rough Uneven Dirt Uneven Dirt Coarse — PBR seamless 3D texture free download

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

Preview — Outdoor Sand Terrain — Rough Uneven Dirt Uneven Dirt Coarse — PBR seamless 3D texture

IDmoon-04-rough-uneven-dirt-coarse-exterior-regolith
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Outdoor Sand Terrain texture is a meticulously crafted seamless 3D material designed to replicate the rough uneven and coarse characteristics typical of lunar and extraterrestrial regolith surfaces. Its base substrate composition mimics fine mineral grains and organic dust particles compacted with subtle adhesion evoking the natural porosity and weathered texture of outdoor dirt and sand found in harsh space environments such as the moon 04 collection. The texture’s surface finish is matte with irregular roughness capturing the effect of exposed sand and dirt that have undergone natural weathering and abrasion resulting in a physically based appearance suitable for realistic terrain rendering. Colorants in this material are represented through natural oxide layers and subtle pigment variations within the albedo channel reflecting the muted dusty hues expected from coarse weathered outdoor terrain in extraterrestrial settings.

The texture includes all essential PBR maps to ensure accurate material representation across modern pipelines and game engines like Blender Unreal Engine and Unity. The BaseColor (albedo) map conveys the natural sandy coloration and subtle pigment shifts while the Normal map adds fine surface detail and grain orientation enhancing depth and micro-variations typical of rough uneven dirt surfaces. The Roughness channel controls the matte non-reflective quality of the sand and dirt balancing the coarse texture with realistic light scattering. The Metallic channel is appropriately set to zero to represent non-metallic soil and mineral aggregates while Ambient Occlusion enhances shadowing in crevices and depressions providing a natural sense of depth. Height and displacement maps offer precise surface elevation cues essential for realistic parallax effects and terrain deformation crucial when working with high-resolution 4K textures with an optional 8K version available for high-end visual fidelity.

Optimized for both real-time and offline rendering this tileable texture delivers reliable and consistent shading results without manual tweaking supporting the metal/rough workflow and calibration standards that ensure uniform appearance across diverse digital content creation tools and game engines. For best practical results it is recommended to adjust the UV scale to maintain the natural grain size consistent with real-world outdoor sand and dirt terrains and fine-tune roughness values to suit specific lighting conditions or artistic direction. This texture is ideal for creating realistic lunar extraterrestrial or earthly outdoor environments enhancing any project that requires a physically based seamless terrain material with balanced detail and performance.

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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