Exterior Regolith Dusted — Regolith Dusted Lunar Dusted Lunar Extraterrestrial — PBR seamless 3D texture free download

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

Preview — Exterior Regolith Dusted — Regolith Dusted Lunar Dusted Lunar Extraterrestrial — PBR seamless 3D texture

IDmoon-dusted-03-rough-dirt-coarse-exterior-regolith-dusted
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Exterior Regolith Dusted texture is a meticulously crafted seamless physically based rendering (PBR) material designed to replicate the unique surface characteristics of lunar regolith specifically inspired by moon dusted 03. This texture captures the coarse rough composition of extraterrestrial terrain reflecting layers of fine dust sand-like granules and compacted mineral particles common to lunar and space environments. The base substrate mimics the mineral-rich regolith’s porous and weathered structure exhibiting subtle variations in grain orientation and aggregate distribution that contribute to its natural complexity. The surface finish is matte and dusty with a slightly uneven oxidized appearance evoking the authentic conditions of an outdoor extraterrestrial landscape exposed to space weathering and micrometeorite impacts. Colorants are represented through muted gray and beige oxide layers blending to form a balanced albedo that conveys both the dusty and rocky aspects of lunar soil.

This PBR texture set includes high-resolution 4K maps with an optional upgrade to 8K for demanding high-end applications ensuring exceptional detail and performance across modern digital content creation workflows. The albedo map delivers the base color information with accurate pigment distribution while the normal map enhances surface detail by simulating the fine bumps and coarse grain structure of the lunar dust and sand. The roughness channel is carefully calibrated to represent the non-reflective dusty matte surface typical of regolith balancing light diffusion without artificial glossiness. Ambient occlusion maps provide subtle shading in crevices and depressions amplifying depth perception. Height maps offer precise displacement data to support parallax effects and realistic terrain variation in real-time and offline renderers. This texture is optimized for seamless tiling ensuring consistent visual fidelity across large surfaces without visible repetition and is provided in PNG and EXR formats suitable for Blender Unreal Engine and Unity environments.

For best results it is recommended to adjust the UV scale to closely match the natural grain size of lunar dust and regolith preventing any distortion of the coarse texture details. Additionally fine-tuning the roughness parameter can help achieve the ideal balance between dusty matte and subtle reflectivity depending on the lighting conditions of your outdoor or space scene. This texture excels in enhancing extraterrestrial terrain models outdoor lunar environments and sci-fi space assets delivering reliable and physically accurate results without the need for manual tweaking. Its integration into modern pipelines supports consistent shading and visual realism across diverse game engines and digital content creation software.

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.