Archviz Schist Stone Substance Designer Tiles Wall — Seamless PBR Texture free download

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

Preview — Archviz Schist Stone Substance Designer Tiles Wall — Seamless PBR Texture

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

This Archviz Schist Stone Substance Designer Tiles Wall texture is a carefully engineered seamless PBR material that authentically replicates the intricate qualities of natural schist stone. Schist a metamorphic rock known for its fine-grained mineral composition and distinctive foliated layers serves as the base substrate. This texture combines tightly packed mineral aggregates with subtle grain orientation and gentle porosity reflecting the natural stratification and weathering processes typical of schist surfaces. The surface finish is designed to emulate a lightly polished stone exhibiting nuanced variations in roughness and microfacet detail that capture realistic light scattering and soft reflections without any metallic sheen. The coloration is derived from natural oxide layers and mineral pigments within the schist resulting in an earthy consistent palette that enhances the wall tiles’ visual depth and authenticity in architectural visualizations and real-time rendering workflows.

In terms of PBR channels the BaseColor (Albedo) map presents the natural hues and gentle color gradients caused by mineral deposits and weathering effects providing a lifelike foundation for the stone tiles. The Normal map encodes fine surface details such as the layered grain structure and slight fissures which contribute to the tactile realism of the tiles. The Roughness channel controls the stone’s semi-matte finish balancing reflectivity to suit a variety of lighting conditions from daylight to artificial interiors. The Metallic channel is intentionally left null reinforcing the non-metallic nature of schist stone. Ambient Occlusion enhances depth by emphasizing shadows and crevices between tile edges while the Height or Displacement maps allow for precise surface relief and realistic parallax effects supporting large-scale tiling without visible seams or distortion.

Rendered at up to 8K resolution this seamless PBR texture is optimized for seamless integration across multiple platforms and workflows including Blender Unreal Engine and Unity. Its consistent color response and carefully calibrated material properties make it ideal for expansive wall surfaces ensuring high fidelity and realistic surface interaction in both offline and real-time rendering engines. For best results it is recommended to carefully adjust UV scaling to preserve the natural proportions of the stone tiles and fine-tune the roughness values according to the lighting environment maintaining the characteristic semi-polished finish that defines schist stone. This texture offers a high-quality physically accurate material solution for architectural visualization projects supporting detailed and realistic renderings with minimal setup.

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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