Free Grass Texture Seamless
Download this free seamless grass texture for architectural visualization. One complete tile covers 0.6 × 0.6 meters. Each set includes 2K color, OpenGL normal and roughness maps, a ZIP, and a tiled preview. Free commercial use, no attribution and no signup.

Free texture downloads
Download grass PBR ZIP — 6.10 MB (maps, scale README and license).

PBR maps and formats
| Map | Resolution / format | Color space | Size / download |
|---|---|---|---|
| color | 2048 × 2048 / JPG | sRGB | 2.32 MB (2,323,007 bytes) |
| normal | 2048 × 2048 / PNG | Non-Color | 3.54 MB (3,544,914 bytes) |
| roughness | 2048 × 2048 / JPG | Non-Color | 235.2 KB (235,202 bytes) |
Color uses sRGB; normal, roughness and height use Non-Color/linear data. OpenGL normals use +Y: invert green only for a DirectX workflow. PNG avoids normal-map JPEG blocks. Some matte normals use reduced channel precision before lossless compression to meet the download budget. These are original procedural materials, not measured scans.
Shader starting values: metallic=0, transmission=0, IOR=1.5.
Material and design notes
This grass texture is a lawn ground cover for site plans, garden studies and middle-distance landscape renders. Small blade-like color and normal detail gives the ground a planted reading without populating the entire site with geometry. Match the scale to paths and paving before adjusting its green saturation.
A flat grass material cannot supply an actual blade silhouette, contact volume or convincing foreground tufts. Blend modeled or instanced grass along visible lawn edges and near the camera. Large lawns also benefit from separately designed wear paths and broad tonal variation rather than endlessly repeating one perfectly maintained patch.
Real-world scale and setup
One full tile is exactly 0.6 × 0.6 m (60 × 60 cm). Set the physical map width and height to 0.6 m. For a surface W meters wide and H meters high, use W / 0.6 repeats in U and H / 0.6 in V. On a 1 m square this is 1 / 0.6 repeats on each axis (approximately 1.666667).
- SketchUp: create a material from the color JPG, unlock its aspect ratio only if needed, and enter 0.6 m for both texture dimensions. Apply it to correctly sized faces. Set normal and roughness in your renderer’s material editor; native SketchUp color mapping alone does not use all PBR maps.
- Revit: duplicate an appearance asset; in the image texture editor set the sample size to 0.6 m × 0.6 m. Match that scale in additional supported image channels. Image scale and drafting/model surface-pattern scale are separate settings; do not assume changing one changes the other.
- 3ds Max / V-Ray: use a box or planar UVW Map gizmo with width and length 0.6 m and bitmap tiling 1, or use matching Real-World Map Size on both bitmap and mapping modifier. Do not apply both methods at once. Use VRayNormalMap for the normal and linear roughness, or invert roughness for a reflection-glossiness workflow.
- Blender: apply object scale, unwrap a known W × H meter face, then set UV extents to W/0.6 by H/0.6. Alternatively, on a 1 m square with UVs 0–1, set Mapping X and Y to 1/0.6. Feed the linear normal into a tangent-space Normal Map node. Use roughness as data, not sRGB.
- D5 / Enscape / Lumion / Twinmotion: load color, normal and roughness in a suitable custom material. Set physical repeat width and height to 0.6 m (or 60 cm); where only relative tiling is exposed, calibrate against a known 1 m reference plane using 1/0.6 repeats. These controls and channel support vary by version; do not use the same arbitrary scale-slider number across applications.
Keep all map UV transforms identical. The preview’s 2×2 swatch does not change the map scale. Rotate the whole mapping for directional wood, fabric and brushing, and recheck visible normal direction after any renderer conversion.
Render your architectural design
Build your material study in your modeling tool, then use Render a House to turn a sketch, viewport export or architectural image into a presentation render. Describe the intended finishes in your prompt. Render a House works from images; downloading these maps does not automatically import a PBR material into the service.
Free commercial-use license
Free for commercial use, no attribution required — Render a House. These original procedural textures are supplied with CC0-style license text inside every ZIP. You may use and modify them for personal or commercial projects. No third-party texture images were downloaded. Provided as-is without warranty; visual maps are not construction or product-performance specifications.
Frequently asked questions
Is this grass texture enough for a foreground lawn edge?
- Usually not. The maps work well as a base and at middle distance, but an exposed edge needs actual blades or tufts to avoid the appearance of a flat green sheet meeting the paving.
What real-world size does one grass tile cover?
- One complete image covers 0.6 × 0.6 meters. Set mapping width and height to 0.6 m; on a 1 m square use 1.666667 repeats per axis. The 2×2 swatch shows 1.2 × 1.2 m, not a different-resolution download.
Does the grass download include a height map?
- No separate height map is included for this material. Use the supplied normal for surface shading; model actual thickness, silhouette changes and larger construction details independently rather than inventing displacement from the color image.
Can I use these textures in commercial architectural projects?
- Yes. These original procedural textures are free for commercial use, no attribution required — Render a House. No third-party source textures were downloaded; the ZIP includes the license and there is no signup requirement.
Which color spaces and normal convention should I use?
- Load color as sRGB. Load roughness, height and normal as Non-Color or linear data. Normals use tangent-space OpenGL +Y; invert the green channel only if your renderer requires DirectX normals. Roughness is not glossiness: invert it for a glossiness-only slot.
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