Archviz Moss Rocks Roof Stone Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Moss Rocks Roof Stone Substance Designer — Seamless PBR Texture

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

This Archviz Moss Rocks Roof Stone texture is a meticulously crafted material designed with Substance Designer to provide a seamless physically based rendering (PBR) experience ideal for architectural visualization game development and both real-time and offline rendering workflows. The base substrate simulates natural stone roof tiles composed of fine mineral aggregates and subtle ceramic-like grain orientation that reflects the weathered porous nature of roof surfaces exposed to environmental elements. Intertwined with the stone is a soft organic moss growth acting as a natural binder which adds fibrous texture and a rich layer of complexity. Carefully applied oxide layers and earth-toned colorants produce a consistent palette that avoids visible repetition delivering a realistic organic appearance across large tiled surfaces while preserving the natural variation seen in aged stone and moss combinations.

The texture set includes all essential PBR channels optimized for physically accurate rendering pipelines. The 8K BaseColor (Albedo) map captures the nuanced interplay of stone mineral hues and moss greenery while the Normal map emphasizes surface roughness fine grain details and the subtle fibrous structure of the moss. Roughness and Metallic maps define the non-metallic character of the stone and the soft matte finish of the moss balancing glossiness to reflect natural weathering and erosion. Ambient Occlusion enhances the depth perception by simulating soft shadows in crevices and moss-covered recesses while Height/Displacement maps enable realistic depth effects such as parallax occlusion or geometry displacement reinforcing the tactile quality of the roof tiles in close-up or wide architectural views.

Compatible with Blender Unreal Engine and Unity this moss-covered stone roof tile texture ensures consistent color response and physically accurate light interaction across diverse rendering platforms. To maximize realism it is recommended to adjust the UV scale carefully to balance tile repetition and detail density preventing pattern duplication while maintaining surface intricacy. Additionally fine-tuning the roughness map can simulate varying degrees of material wear and weathering enhancing authenticity. Using the height channel for subtle parallax occlusion mapping further enriches the perceived depth without the need for complex geometry. This high-resolution seamless PBR texture offers a harmonious balance between organic moss growth and mineral stone substrate making it an excellent choice for creating detailed naturalistic archviz scenes and immersive game environments where authentic material representation is crucial.

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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