Archviz Floor Ground Pebbles Rocks Ruble Stone — Seamless PBR Texture free download

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

Preview — Archviz Floor Ground Pebbles Rocks Ruble Stone — Seamless PBR Texture

IDarchviz-floor-ground-pebbles-rocks-ruble-stone-x2
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Floor Ground Pebbles Rocks Ruble Stone seamless PBR texture is expertly crafted to replicate the intricate materiality and rugged character of weathered natural stone and ruble aggregates commonly found in architectural visualization environments. At its core the substrate is composed predominantly of coarse mineral stones with irregular orientation creating a dense yet porous matrix that conveys authentic textural depth. These stones are naturally bound by subtle mineral adhesives—fine cementitious compounds that hold the composition together while preserving its rough tactile qualities. The surface finish is matte shaped by natural erosion and weathering processes and enhanced by delicate variations in color caused by embedded iron oxides and other mineral pigments. These carefully captured earthy tones appear in the BaseColor/Albedo channel providing a visually rich and varied palette that avoids flatness and supports realism across extensive ground and floor surfaces.

The texture’s PBR workflow integration is comprehensive offering a full spectrum of maps optimized for use in real-time and offline rendering engines including Blender Unreal Engine and Unity. The Normal map precisely encodes the micro-relief details of jagged stone edges and uneven heights delivering convincing depth without the computational expense of true displacement. Roughness maps reflect the surface’s porous weathered nature by suppressing glossiness and highlighting the matte finish typical of natural stone ruble. The Metallic channel remains near zero reinforcing the non-metallic mineral composition of the aggregates. Ambient Occlusion maps deepen shadowed crevices and fine gaps between stones enhancing visual grounding and spatial perception. Height and Displacement maps provide accurate topographical data that support advanced rendering techniques such as parallax occlusion and tessellation enabling enhanced close-up realism and surface complexity.

Rendered at a very high 8K resolution this seamless Substance Designer texture maintains sharp detail and consistent tonal balance across all channels ensuring quality results on large-scale floor and ground applications. The inclusion of a base layer preview facilitates rapid look development and allows users to quickly gauge how the texture interacts with project-specific lighting conditions and color spaces. For best results it is advisable to carefully adjust the UV scale to minimize visible tiling and to fine-tune the roughness parameter to better simulate environmental factors like moisture or aging effects. This texture stands as a versatile and high-fidelity solution for realistic architectural floors natural stone aggregates and outdoor ground surfaces in both visualization and interactive game engine 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.