Sandy Gravel — Terrain Sand Gravel Sand Gravel Stony — PBR seamless 3D texture free download

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

Preview — Sandy Gravel — Terrain Sand Gravel Sand Gravel Stony — PBR seamless 3D texture

IDsandy-gravel-02-terrain-sand-gravel-stony-gravelly-dusty
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This sandy gravel 02 texture is a seamless tileable 3D material meticulously crafted to replicate the natural composition of outdoor terrain surfaces. The base substrate consists of a blend of mineral aggregates and organic soil particles characteristic of arid desert-like environments with dusty gravelly ground. Fine sand grains intermingle with stony pebbles and small debris creating a naturally weathered surface with moderate porosity. The material’s surface finish captures the subtle roughness and irregularities seen in real sandy gravel exhibiting a balanced interplay of matte and slightly reflective patches that simulate natural moisture and dust accumulation. Earthy pigments ranging from pale beige to warm ochre tones are embedded within the albedo channel to convey authentic color variation and depth typical of the collection namaqualand landscapes.

Physically based rendering (PBR) maps included with this texture comprehensively portray its complex material properties. The BaseColor (albedo) map delivers accurate diffuse coloration without baked-in lighting showing the intricate blend of sand and gravel hues. The Normal map reproduces the micro-detail of pebbles and granular roughness enhancing surface definition under dynamic lighting. Roughness values vary across the surface representing the contrast between dusty matte sand particles and the slightly smoother stone fragments while the metallic channel remains minimal to reflect the non-metallic nature of the terrain. Ambient Occlusion (AO) emphasizes crevices and recessed areas between aggregates adding realistic shading depth. Height or displacement maps provide subtle elevation differences ideal for adding believable parallax effects or physical surface relief in real-time engines or offline renderers.

Supplied in ultra-high resolutions of 4K with an optional 8K upgrade this texture is optimized for modern material pipelines and compatible with Blender Unreal Engine and Unity. It supports the metal/rough workflow and includes calibration settings to ensure consistent shading and lighting across diverse rendering environments without the need for manual adjustments. The seamless tileability guarantees smooth repetition over large terrain surfaces making it suitable for natural outdoor scenes such as desert grounds dusty pathways or gravelly landscapes. For best results it is recommended to adjust the UV scale to maintain realistic aggregate size and fine-tune the roughness map to match local environmental conditions enhancing the subtle interplay between dry sand and stony debris for optimal visual fidelity.

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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