Archviz Blocks Concrete Floor Ground Moss Substance — Seamless PBR Texture free download

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

Preview — Archviz Blocks Concrete Floor Ground Moss Substance — Seamless PBR Texture

IDarchviz-blocks-concrete-floor-ground-moss-substance
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Blocks Concrete Floor Ground Moss Substance texture is a meticulously crafted seamless PBR material designed to meet the demanding needs of advanced physically based rendering workflows. The base substrate simulates aged concrete primarily composed of tightly bound mineral aggregates held together by a cementitious binder creating a dense and durable foundation typical of outdoor ground surfaces. This composition displays natural variations in porosity and subtle weathering effects that suggest long-term environmental exposure including small cracks and surface roughness. Organic moss growth appears as irregular patches that contrast with the mineral-rich concrete adding visual interest and a lifelike fibrous texture. The overall surface finish has a matte slightly rough appearance balancing the hard granular nature of concrete blocks with the soft natural quality of moss. The color palette harmonizes muted gray cement tones with natural green hues from the moss delivering consistent and realistic coloration across all texture channels.

Each PBR channel has been carefully developed to capture the authentic characteristics of this complex material. The BaseColor (Albedo) map presents the nuanced diffuse colors of both the concrete substrate and the moss patches preserving subtle color shifts and organic patterns. The Normal map reveals fine surface detail such as micro-cracks aggregate grain texture and the raised contours of moss growth enhancing tactile realism. The Roughness map differentiates reflectivity across the surface with smoother concrete areas contrasting against the rougher fibrous moss contributing to accurate light interaction. Metallic values remain at or near zero appropriate for this non-metallic combination of mineral and organic components. Ambient Occlusion accentuates depth by emphasizing crevices weathered indentations and moss accumulation zones while Height and Displacement maps provide subtle elevation changes that emphasize the porous uneven nature of the floor adding dimensionality especially in close-up renders. All texture maps are available in up to 8K resolution ensuring exceptional detail and fidelity suitable for large-scale tiling without visible repetition ideal for both close-up visualization and expansive architectural scenes.

Optimized for seamless integration with major platforms such as Blender Unreal Engine and Unity this high-fidelity PBR texture supports both real-time and offline rendering pipelines. To achieve the most natural and proportional appearance of the concrete blocks and moss patches it is recommended to carefully adjust the UV scale preventing repetitive patterning and maintaining realism. Additionally fine-tuning the roughness channel can help balance surface reflectivity depending on specific lighting conditions further enhancing the photorealistic quality of the floor or ground surface. This versatile and detailed substance texture is an excellent choice for architectural visualization game environments and other digital design applications where material accuracy and lifelike surface behavior are essential.

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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