Snow Rough Uneven — Powdery Trail Snowfield Trail Snowfield Terrain — PBR seamless 3D texture free download

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

Preview — Snow Rough Uneven — Powdery Trail Snowfield Trail Snowfield Terrain — PBR seamless 3D texture

IDsnow-01-snow-rough-uneven-footprints-powdery-trail
Snow-ice
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a natural snow 01 surface characterized by rough uneven terrain typical of powdery trail snowfields and open snowfield environments. The material composition mimics organic snow crystals and compacted ice granules with subtle variations in grain size and porosity that create a tactile weathered finish. The base substrate is essentially frozen water with microscopic air pockets producing a soft powdery texture interspersed with hardened uneven patches where footprints and trail impressions naturally form. The surface finish is matte and irregular reflecting the diffuse light scattering of snow with occasional roughness caused by compacted snow particles and natural outdoor weathering. Colorants are minimal primarily relying on the inherent white to off-white hues of snow with slight blue and gray undertones captured through subsurface scattering and ambient occlusion to enhance realism.

In PBR terms the Albedo (BaseColor) channel accurately records the snow’s subtle tonal shifts from bright whites to muted shadows avoiding artificial tinting to maintain a natural outdoor look. The Normal map conveys the highly detailed micro-geometry of uneven snow grains and trail indentations creating realistic depth and surface complexity. Roughness values vary across the texture reflecting powdery softness in untouched areas and increased roughness where snow compacts or footprints disturb the surface. The Metallic channel remains near zero consistent with the non-metallic nature of snow. Ambient Occlusion enhances crevices and depressions simulating natural shadowing found on trail snowfields. Height (displacement) maps provide precise elevation data to replicate subtle snow mounds and unevenness improving the realism in both real-time engines and offline renders.

Designed with modern production pipelines in mind this texture is tileable and comes in 4K resolution with an optional 8K upgrade ensuring balanced detail and performance across DCC applications and game engines such as Blender Unreal Engine and Unity. The material supports the metal/rough workflow and includes calibrated maps that deliver consistent shading and lighting results without requiring manual tweaking. For optimal use it is recommended to adjust the UV scale to match natural snow granularity and fine-tune roughness to balance between powdery softness and rough compacted snow enhancing realism in outdoor terrain scenes.

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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