Archviz House Rocks Roof Schist Stone Substance — Seamless PBR Texture free download

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

Preview — Archviz House Rocks Roof Schist Stone Substance — Seamless PBR Texture

IDarchviz-house-rocks-roof-schist-stone-substance
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz House Rocks Roof Schist Stone Substance texture is expertly crafted to authentically replicate the natural complexity and ruggedness of schist stone commonly found in traditional roofing tiles. The base substrate is a foliated metamorphic rock primarily composed of finely aligned mica and quartz grains which create the stone’s characteristic layered structure and subtle iridescent shimmer. This texture captures the intricate grain orientation and crystalline aggregates emphasizing the porous yet solid nature of weathered schist. Its surface finish is matte with delicate variations in roughness simulating the natural micro-roughness and moderate erosion visible on roof stones exposed to years of environmental wear. The earthy color palette is developed through subtle oxide pigments and mineral inclusions delivering an authentic tonal range that spans muted grays to soft browns reflecting the true appearance of schist rock tiles without any glossy or polished highlights.

Designed as a seamless physically based rendering (PBR) material this substance offers high-resolution 8K texture maps optimized for architectural visualization workflows in archviz house rendering and real-time engines like Unreal Engine and Unity as well as offline renderers such as Blender. The BaseColor (Albedo) map presents the natural stone colors free from baked lighting enabling realistic shading and dynamic light interaction. The Normal map accentuates the layered grain and rough surface details enhancing the perception of depth and texture under varying lighting conditions. Subtle roughness variations across the surface replicate the heterogeneous finish of schist—smooth mica-rich areas contrast with rougher porous sections. The Metallic channel remains at zero consistent with the non-metallic nature of stone while Ambient Occlusion enhances shadowing in crevices between tiles. The Height (Displacement) map conveys the dimensional relief of schist’s layered structure perfect for parallax or tessellation effects that add realism to roofing surfaces.

Seamlessly tileable at any scale this texture is ideal for expansive roof surfaces in archviz projects game environments and professional 3D modeling. To achieve the most realistic results it is recommended to adjust the UV scale to match natural stone tile dimensions typical for roofing applications ensuring the material reads authentically at close and distant views. Additionally fine-tuning the roughness map allows balancing between weathered matte areas and subtle specular reflections on mica flakes which enhances the perception of natural stone under diverse lighting setups. This approach guarantees a convincing stone surface that maintains high performance across both real-time and offline rendering pipelines making it a versatile choice for designers seeking to replicate the enduring appeal and detailed texture of schist roofing tiles.

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.