PBR channels
Use Base Color, Normal, Roughness, Height, and Ambient Occlusion for bark, moss, grass, lichen, and leaf-litter materials.
Nature pattern
Reddish-brown pine bark broken into overlapping scaly plates.

Maps: Base Color · Normal · Height · Roughness · AO
Formats: PNG 1024x1024 · Raw ZIP · Unreal ORM ZIP · Unity Mask ZIP · MaterialX · glTF — up to 4096x4096 in Studio
ZIP contains all raw PBR maps at 1024x1024. Unreal and Unity ZIPs add packed engine masks; use Studio for higher resolution or custom parameters.
Use Base Color, Normal, Roughness, Height, and Ambient Occlusion for bark, moss, grass, lichen, and leaf-litter materials.
Match UVs to the subject: bark reads as trunk-scale, moss and leaf litter as ground-cover scale, and grass as a larger terrain repeat.
Use raw maps in Blender, Unreal, Unity, and WebGL; combine with scatter, alpha cards, or terrain layers when the scene needs volume.
The export is a tileable surface material. It does not generate foliage cards, grass blades, moss clumps, or tree geometry.
Open this material in the matching online texture generator from the texture page.
Adjust scale, colors, structure, and surface wear until the material fits your scene.
Set a new seed to generate unlimited seamless variations of the same texture.
Export base color, normal, roughness, height, and ambient occlusion maps as PNG, ZIP, MaterialX, or glTF.
Yes. Every texture is generated in your browser and free to export for commercial and personal projects.
Yes. The procedural patterns tile seamlessly so they repeat without visible seams on large surfaces.
You can export base color, normal, roughness, height, and ambient occlusion maps for your engine of choice.