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

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

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

IDmoon-track-02-rough-dirt-course-exterior-regolith-dusted
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Regolith Dusted Tracks texture presents a meticulously crafted physically based rendering (PBR) material designed to replicate the distinctive surface of extraterrestrial lunar terrain. This seamless 3D texture embodies the dusty fine-grained regolith found on the moon’s exterior combining mineral-rich basaltic dust with compacted rough dirt and sand particles. The substrate texture reveals a complex interplay of porous weathered surface layers with subtle variations in grain orientation that mimic natural lunar soil erosion and compaction. The surface finish is matte and uneven reflecting dusty tyre tracks and tire tracks left by exploratory rovers lending authenticity to any outdoor or space-themed scene. Earthbound elements such as binders or organic adhesives are absent here giving the material a raw minimally altered mineral composition characteristic of true lunar regolith enriched with oxide pigments that provide subtle color variation and depth across the terrain.

Technically this texture integrates high-quality PBR maps including Albedo (BaseColor) Normal Roughness Ambient Occlusion (AO) and Height (Displacement) each optimized for consistent shading and realistic light interaction in modern pipelines. The Albedo channel captures the dusty muted tan and gray hues of the regolith dust and sand while the Normal map highlights the fine roughness and micro-detail of tyre tracks embedded in the lunar dirt. The Roughness map balances a dusty matte finish with occasional smoother patches created by compacted track impressions producing a natural interplay between light scatter and absorption. Ambient Occlusion accentuates crevices and depressions typical of worn tracks enhancing depth perception in real-time and offline renderers. Height maps add subtle relief that supports parallax and displacement effects enhancing realism without manual tweaking. This texture is delivered in a sharp 4K resolution with an optional 8K upgrade supplied in PNG and EXR formats for maximum compatibility and detail retention across Blender Unreal Engine and Unity environments.

Ideal for outdoor and extraterrestrial terrain projects this tileable material fits seamlessly into any moon-themed scene or course delivering reliable results for rough dusty surfaces without the need for extensive adjustment. Its design ensures balanced detail and performance across diverse DCCs and game engines making it a versatile choice for creating realistic lunar outdoor sand and regolith dusted tracks. For optimal use it is recommended to fine-tune the UV scale to match the scale of your scene’s rover or vehicle tracks and to adjust roughness levels subtly to enhance the natural variation in surface reflection and wear. Leveraging the metal/rough workflow supported by calibration maps ensures consistent shading and accurate material response under dynamic lighting conditions both in real-time applications and offline rendering workflows.

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.