Archviz Floor Ground Pebbles Rocks Stones Substance — Seamless PBR Texture free download

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

Preview — Archviz Floor Ground Pebbles Rocks Stones Substance — Seamless PBR Texture

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

This Archviz Floor Ground Pebbles Rocks Stones Substance is a meticulously crafted seamless PBR texture designed specifically for physically based rendering workflows making it an excellent choice for architectural visualization game engines and both real-time and offline rendering projects. The material authentically replicates a natural outdoor ground surface composed predominantly of small mineral pebbles and weathered stones embedded within a fine organic substrate. This base substrate resembles compacted earth enriched with subtle mineral binders that imitate natural soil cohesion providing a realistic and stable foundation. The aggregates consist of varied rock fragments with carefully oriented grain structures resulting in a tactile and heterogeneous surface. Porosity and weathering effects are intricately captured reflecting natural erosion and surface roughness that contribute to an organic aged appearance. The color palette arises from naturally occurring pigments and oxide layers within the stones while muted earth tones in the substrate add nuanced depth and visual complexity to the overall surface.

In terms of PBR channel representation the BaseColor map presents a diverse yet harmonious palette reflecting the natural color shifts found in pebbles and stones ranging from gentle ochres and grays to warmer browns and subtle mineral hues. The Normal map highlights detailed surface geometry enhancing the uneven grain orientation and tactile roughness of the aggregate particles to boost realism under dynamic lighting conditions. Roughness values vary across the texture distinguishing the polished smoother surfaces of some stones from the matte porous finish of the soil-like binder. The Metallic channel remains minimal and consistent with the non-metallic composition of natural rocks and organic ground. Ambient Occlusion subtly increases shadowing in crevices between stones adding depth and dimension while the Height/Displacement map delivers convincing surface undulations suitable for parallax or tessellation effects. Optimized for resolutions up to 8K this texture preserves fine details even on large-scale surfaces.

Designed for seamless tiling without visible repetition or color shifts this substance texture integrates flawlessly into Blender Unreal Engine and Unity environments supporting diverse architectural and game visualization needs. For optimal results adjusting the UV scale allows you to balance detail density with rendering performance ensuring the pebbles and stones appear natural regardless of project scale. Additionally tuning the roughness parameter can simulate various surface finishes—from weathered matte ground to more polished stone surfaces—allowing you to match specific lighting and environmental conditions. This comprehensive material set includes all essential PBR maps to enable quick look-development and consistent material behavior across numerous physically based rendering workflows making it a perfect solution for designers seeking realistic and versatile ground surfaces in their archviz projects.

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.