Regolith Dusted Tracks — Lunar Sand Terrain Exterior Regolith Dusted — PBR seamless 3D texture free download

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

Preview — Regolith Dusted Tracks — Lunar Sand Terrain Exterior Regolith Dusted — PBR seamless 3D texture

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

The Regolith Dusted Tracks texture captures the unique composition and appearance of lunar surface terrain specifically designed to replicate moon track 01 with high fidelity. This physically based 3D texture features a base substrate composed of fine loosely compacted regolith—an extraterrestrial soil analog consisting primarily of mineral dust and fragmented rock particles. The surface is characterized by a dusty sand-like finish where micro-aggregates and weathered grain orientations create subtle variations in porosity and roughness. This results in a naturally uneven terrain with delicate tyre track impressions that convey realistic outdoor lunar conditions. The dusty exterior is enhanced with finely tuned binders that simulate the weak cohesion typical of lunar regolith producing a surface that appears weathered yet stable under extraterrestrial environmental factors. The color palette is dominated by muted greys and soft off-whites with subtle oxide variations that add depth to the albedo channel while maintaining a neutral natural lunar tone.

The smart integration of this material into PBR workflows ensures each map complements the detailed physical attributes of the surface. The Albedo channel delivers accurate base coloration reflecting the dusty sandy nature of the lunar terrain without artificial saturation. The Normal map intricately encodes the micro-topography of tyre tracks and course irregularities enhancing surface detail and lighting interaction. Roughness values are carefully balanced to portray the subtle reflectivity of dusty uneven regolith supporting realistic light scattering without manual tweaking. Metallic properties are minimal aligning with the non-metallic nature of lunar soil. Ambient Occlusion maps emphasize shadowed recesses within the tyre tracks and surface crevices adding depth and realism. The Height map provides precise displacement data to simulate the raised ridges and depressions of outdoor lunar tracks enabling enhanced parallax effects. The texture is tileable and optimized for use in modern pipelines supporting common file formats such as PNG and EXR to ensure compatibility and high performance across Blender Unreal Engine and Unity environments.

Available in 4K resolution with an optional 8K upgrade for high-end projects this texture balances detailed visual fidelity with optimized performance making it ideal for both real-time rendering and offline production. Its seamless design allows for effortless tiling on extensive terrain models without visible repetition perfect for large-scale extraterrestrial environments or detailed lunar surface simulations. To maximize realism it is recommended to adjust the UV scale to match the specific size of tyre tracks within your scene and fine-tune roughness values subtly to reflect varying dust accumulation patterns. Using height or parallax mapping with this texture will further enhance the tactile quality of the regolith dusted tracks providing a convincing outdoor lunar terrain experience across any digital content creation or game engine platform.

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.