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

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

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

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

This Archviz Concrete Floor Ground Moss Substance Designer texture is a meticulously crafted PBR material specifically designed for advanced physically based rendering workflows in architectural visualization game engines and both real-time and offline renderers. The base substrate authentically replicates aged concrete characterized by a dense mineral-rich matrix composed of fine aggregates bound together by cementitious materials. This intricate composition features natural porosity and subtle cracks into which delicate organic moss growth is seamlessly integrated reflecting genuine environmental exposure and weathering over time. The surface finish combines a lightly brushed texture with natural wear patterns revealing nuanced grain orientations and micro-roughness that create a tactile and realistic concrete floor appearance. Muted earth-tone pigments alongside faint oxide layers add visual depth and complexity without overwhelming the material’s subtle and natural aesthetic.

Rendered in ultra-high-resolution 8K maps this texture set is optimized for seamless use within Blender Unreal Engine and Unity pipelines. The BaseColor (Albedo) channel presents consistent neutral gray concrete tones accented by soft natural green moss patches that hold true under diverse lighting conditions. The Normal map meticulously captures surface intricacies such as fine pitting micro-cracks and the delicate textures of moss growth while the Roughness channel introduces refined variations contrasting smoother concrete sections with rougher moss-covered areas. The Metallic map remains flat accurately reflecting the inherently non-metallic qualities of both concrete and organic moss. Ambient Occlusion enhances depth perception by emphasizing crevices and moss clusters and the Height (Displacement) map provides realistic surface relief perfect for use with parallax or tessellation techniques to boost immersion and three-dimensionality.

For optimal application adjusting the UV scale is recommended to maintain natural tile proportions when covering expansive ground surfaces thereby avoiding repetitive patterns that could detract from realism. Additionally fine-tuning roughness values allows users to simulate varying environmental conditions such as balancing between dry brushed concrete finishes and areas that appear slightly damp or densely moss-covered enriching the overall visual storytelling within archviz scenes or game environments. This Substance Designer texture stands as a versatile high-detail asset perfectly suited for creating authentic concrete floors featuring subtle organic moss growth across a variety of rendering workflows.

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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