Archviz Brick Bricks Rocks Stone Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Brick Bricks Rocks Stone Substance Designer — Seamless PBR Texture

IDarchviz-brick-bricks-rocks-stone-substance-designer
Brick
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Brick Bricks Rocks Stone Substance Designer seamless PBR texture is expertly designed to replicate the complex composition and natural appearance of traditional masonry surfaces. The base substrate consists primarily of mineral aggregates including natural stone fragments and fired clay bricks which are intricately bound together by a subtle cementitious mortar. This combination results in a porous yet durable material that authentically reflects the tactile roughness and structural depth of weathered brick and stone walls. The grain orientation of the bricks is carefully modeled to emphasize the layered textured surface typical of real-world masonry while embedded rocky inclusions add further complexity and realism. Warm earth-toned pigments—mainly derived from iron oxides and natural mineral dyes—imbue the texture with a consistent yet nuanced color palette enhancing the visual richness and natural variation needed for convincing architectural visualization and game environments.

The texture is fully equipped with all essential PBR channels optimized for physically based rendering workflows in modern engines such as Blender Unreal Engine and Unity. The BaseColor (Albedo) map captures subtle color variations caused by pigment distribution and natural weathering effects while the Normal map encodes fine surface details including brick grain mortar joints and rough stone edges enabling realistic light interaction. Roughness maps define diverse surface finishes from the porous slightly matte brick faces to the coarser more reflective rocky aggregates providing precise control over the material’s reflectivity and tactile perception. The Metallic channel remains minimal to reflect the inherently non-metallic nature of bricks and stones. Ambient Occlusion enhances the depth perception by emphasizing shadows in crevices and between bricks. Height and Displacement maps support true surface relief and parallax effects at up to 8K resolution delivering exceptional detail fidelity across large-scale wall surfaces.

Optimized for seamless tiling this material maintains consistent color and surface detail across expansive architectural models without visible repetition or texture artifacts. For the best visual results it is recommended to carefully adjust the UV scale to preserve the natural proportions of bricks and stone elements avoiding distortion or stretching. Additionally fine-tuning roughness values can enhance dynamic reflectivity allowing the surface to respond more naturally to varying lighting conditions. This Substance Designer texture offers a versatile high-quality solution for creating authentic brick rock and stone walls in both real-time and offline rendering applications making it an invaluable resource for professional archviz projects and detailed environmental modeling.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.