Flat Macro — Macro Dirt Exterior Exterior Regolith Dusted — PBR seamless 3D texture free download

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

Preview — Flat Macro — Macro Dirt Exterior Exterior Regolith Dusted — PBR seamless 3D texture

IDmoon-flat-macro-01-flat-macro-dirt-exterior-regolith-dusted
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Flat Macro — Macro Dirt Exterior Exterior Regolith Dusted texture is a meticulously crafted seamless 3D texture designed for physically based rendering (PBR) workflows. This high-resolution material captures the intricate composition of lunar and extraterrestrial terrain specifically inspired by the moon flat macro 01 surface. It features a natural blend of fine dusted regolith and compacted dirt aggregates simulating a weathered porous exterior layer typical of outdoor extraterrestrial landscapes. The surface finish balances subtle roughness with delicate grain orientation reflecting the natural erosion and sediment deposition processes that define worn terrain and sand on lunar surfaces. The base substrate is mineral-rich regolith with embedded oxide layers that give a muted dusty coloration precisely represented in the albedo channel for authentic visual fidelity. This texture’s physical properties are carefully encoded across PBR maps including albedo for base color and pigment variation normal maps to emphasize micro-surface detail and grain orientation roughness maps that control the diffuse reflectivity to simulate dusty and sandblasted finishes and height maps that recreate subtle topographical undulations essential for realistic parallax effects. Ambient occlusion maps enhance crevice shadows reinforcing the depth and porosity of the terrain.

Provided in 4K resolution with an optional 8K upgrade this texture is optimized for seamless tiling and consistent shading ensuring balanced detail and performance across modern digital content creation software and real-time game engines such as Blender Unreal Engine and Unity. The material supports the metal/rough workflow and includes calibration data to maintain uniform lighting responses in both offline rendering and real-time environments. Its non-metallic nature and carefully tuned roughness allow the dusty exterior regolith surface to appear natural under diverse lighting conditions while the height map supports realistic displacement and parallax occlusion mapping for enhanced depth perception on flat macro surfaces. For practical use adjusting the UV scale to match the macro detail level is recommended as it preserves the natural granular texture without repetition artifacts. Additionally fine-tuning roughness can help achieve either a more matte dusty finish or a slightly compacted sand sheen depending on the specific outdoor or extraterrestrial terrain requirements.

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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