Archviz Dirt Floor Gravel Ground Pebbles Rocks — Seamless PBR Texture free download

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

Preview — Archviz Dirt Floor Gravel Ground Pebbles Rocks — Seamless PBR Texture

IDarchviz-dirt-floor-gravel-ground-pebbles-rocks
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Dirt Floor Gravel Ground Pebbles Rocks seamless PBR texture is expertly crafted to authentically replicate the complex natural composition of outdoor ground surfaces commonly found in architectural visualization projects. The base substrate consists primarily of fine mineral soil particles carefully blended with a diverse mixture of small stones gravel fragments and smooth pebbles. These aggregates display a varied grain orientation and size distribution reflecting organic sedimentary layering and natural weathering processes over time. The texture exhibits moderate porosity and subtle surface roughness capturing the characteristics of naturally compacted earth floors. The binding between components simulates the natural cohesion present in undisturbed dirt while earthy colorants—including iron oxides and mineral deposits—infuse the surface with a warm realistic palette of muted browns soft grays and occasional reddish tones. This results in a soft matte finish that highlights the texture’s organic authenticity and natural appeal.

Within the physically based rendering (PBR) workflow this material is meticulously designed to deliver photorealistic results across various lighting environments. The BaseColor (Albedo) channel captures nuanced color variations of dirt gravel pebbles and stones without any baked-in lighting ensuring accurate shading and color fidelity under changing conditions. The Normal map enhances fine surface detail by simulating microgeometry and relief conveying the bumps and irregularities typical of gravel and rocky inclusions. Roughness values vary naturally throughout the texture creating contrast between smoother polished pebbles and the coarser weathered dirt and gravel. The Metallic channel remains near zero to reflect the inherently non-metallic nature of soil and stones while Ambient Occlusion adds subtle shadows in crevices and between aggregates increasing depth and realism. Additionally the Height (Displacement) map provides scalable elevation data for parallax or tessellation techniques enabling enhanced close-up detail and dimensionality in renders.

Rendered at an ultra-high 8K resolution this seamless texture is optimized for large-scale ground surfaces in archviz scenes and is fully compatible with major 3D software and engines such as Blender Unreal Engine and Unity. The texture’s color space and gamma are carefully calibrated to integrate smoothly into diverse project pipelines allowing substance designers and 3D artists to implement it efficiently without additional adjustments. For optimal results it is recommended to carefully adjust the UV scale to maintain the natural proportions of pebbles and stones preventing the texture from appearing stretched or repetitive. Additionally fine-tuning roughness values can simulate different weathering conditions—from dry dusty floors to slightly damp surfaces—further enhancing realism across various environmental contexts.

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.