Regolith Dusted Tracks — Exterior Regolith Dusted Rough Dirt Course — PBR seamless 3D texture free download

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

Preview — Regolith Dusted Tracks — Exterior Regolith Dusted Rough Dirt Course — PBR seamless 3D texture

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

The Regolith Dusted Tracks texture is a meticulously crafted seamless 3D PBR material designed to realistically replicate the rough dusty surface of extraterrestrial terrain specifically inspired by lunar regolith found on moon track 03. This exterior dirt course texture mimics the fine grain structure and porous quality typical of lunar dust combined with the compacted tyre tracks that mark outdoor terrain subjected to repeated passage. The base substrate simulates a mineral-rich ceramic-like regolith layer consisting of fine oxide particles and sand grains bound loosely by electrostatic forces resulting in a surface that is both coarse and fragile. The dusted effect reflects natural weathering and the accumulation of fine particles atop rough aggregates creating a subtle interplay of shadows and highlights that enhance the visual complexity of the terrain’s surface finish. This finish is matte and slightly abrasive emphasizing the dusty non-reflective nature of the lunar soil analog.

Each PBR channel has been carefully calibrated to convey these material characteristics with physical accuracy and optimized for consistent shading across real-time and offline renderers. The Albedo (BaseColor) map captures the muted earthy tones of regolith dust mixed with darker rough dirt patches while the Normal map introduces fine detail of the tyre tracks’ indentations and surface irregularities enhancing depth and tactile realism. Roughness is finely tuned to reflect the dusty non-metallic surface providing balanced light diffusion without unwanted glossiness. The Metallic channel is kept minimal or null consistent with the non-metallic nature of lunar soil. Ambient Occlusion adds subtle shadowing around track depressions and grain clusters intensifying depth perception while Height and Displacement maps enable accurate parallax and relief effects for enhanced terrain realism in 3D environments.

Provided in 4K resolution with an optional 8K upgrade this tileable texture supports high-end use cases and seamless integration into modern pipelines making it ideal for applications in Blender Unreal Engine and Unity. It is fully compatible with metal/rough workflow standards and includes EXR and PNG formats for flexibility across different digital content creation tools and game engines. For optimal results it is recommended to adjust the UV scale to maintain proportional detail on large terrain surfaces and fine-tune roughness values slightly to match specific lighting conditions or desired visual emphasis. This ensures a balanced compromise between visual detail and performance making the Regolith Dusted Tracks texture a reliable choice for simulating dusty extraterrestrial outdoor courses and lunar terrain in any 3D project.

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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