Ground Moon Planet Satelite — Seamless PBR Texture free download

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

Preview — Ground Moon Planet Satelite — Seamless PBR Texture

IDground-moon-planet-satelite
Star, space, planets
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Ground Moon Planet Satellite seamless PBR texture is expertly designed to replicate the unique and intricate surface composition found on extraterrestrial terrains such as moons planets and satellites. At its core the texture features a finely detailed mineral substrate composed of mineral dust particles blended with rocky aggregates that reflect the natural granularity typical of barren planetary grounds. This base layer exhibits subtle variations in grain orientation and porosity effectively simulating natural weathering micro-cracking and oxidation processes commonly observed on regolith surfaces. The surface finish is matte and slightly roughened showcasing muted gray and dusty earth tones enriched by layered oxide pigments that produce a consistent and realistic color profile across all channels. This careful balance of material properties ensures the texture maintains visual depth and authenticity at any scale making it ideal for high-fidelity planetary environment renderings.

From a physically based rendering (PBR) perspective this texture pack includes a comprehensive set of maps optimized for modern workflows in Blender Unreal Engine Unity and other rendering platforms. The BaseColor (Albedo) map faithfully captures the diffuse coloration of moon-like ground surfaces while the Normal map encodes intricate surface details such as grain direction and micro-roughness patterns. The Roughness map controls the subtle matte finish preventing any glossiness that would detract from the natural oxidized appearance. Reflecting the non-metallic nature of extraterrestrial soil the Metallic map is minimal or absent. Ambient Occlusion enhances the perception of depth within crevices and depressions and Height/Displacement maps allow for realistic surface relief enabling advanced effects such as parallax and tessellation for enhanced realism. Together these channels ensure seamless integration and high visual fidelity across all rendering engines and workflows.

Rendered at resolutions up to 8K this texture supports large-scale tiling without visible seams or color shifts making it perfect for creating convincing satellite moon or planet surfaces in any 3D project. To maximize realism it’s recommended to adjust the UV scale to balance detail density properly ensuring the fine grain and porosity remain perceptible without overpowering the scene. Additionally fine-tuning the roughness values can help tailor the surface reflectivity to specific lighting conditions further enhancing authenticity. This texture’s detailed base layer preview also facilitates quick look development and smooth material setup streamlining the creative process while maintaining consistent results across various visualization pipelines.

Designed with versatility and scientific accuracy in mind this Ground Moon Planet Satellite seamless PBR texture is an essential resource for artists and developers aiming to achieve realistic extraterrestrial ground surfaces. Its carefully crafted mineral substrate realistic grain orientation natural porosity and oxidized matte finish combine with a robust PBR channel configuration and ultra-high resolution to deliver outstanding visual quality for any project involving moons planets or satellites. This texture ensures your planetary environment projects benefit from both technical precision and artistic fidelity without compromise.

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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