Stylized Archviz Grass Ground Substance Designer Vegetable — Seamless PBR Texture free download

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

Free textures Stylized Archviz Grass Ground Substance Designer Vegetable — Seamless PBR Texture  free download

IDstylized-archviz-grass-ground-substance-designer-vegetable
Grass
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This stylized archviz grass ground substance is expertly crafted using Substance Designer focusing on a carefully constructed vegetable-based substrate that authentically replicates the natural composition of turf and soil. The core of this material features a base layer composed of a balanced blend of fine mineral particles intertwined with fibrous organic matter closely mimicking the complex structure found in natural ground surfaces. These components are bound together by subtle adhesive-like compounds that simulate the cohesion between soil grains and plant fibers resulting in a porous yet durable substrate. This porosity captures the nuanced interplay between moisture retention and gradual weathering effects providing a surface that feels both organic and stable. The texture’s finish is intentionally designed to be slightly matte avoiding harsh reflections while maintaining a clean visually clear appearance that enhances the stylized aesthetic without sacrificing realism. Carefully selected natural pigments and oxide layers define the vivid green shades of grass and earthy browns of soil ensuring consistent vibrant color response across the entire seamless texture.

Within a physically based rendering (PBR) workflow this ground substance texture set is optimized for high-performance use in Blender Unreal Engine Unity and other real-time or offline rendering environments. Provided at an ultra-high 8K resolution the maps deliver exceptional detail and sharpness even on large-scale surfaces making them suitable for expansive architectural visualization or game environments. The BaseColor (Albedo) channel accurately conveys the stylized grass and soil coloration with organic variation while the Normal map introduces subtle surface irregularities and fiber orientation that add depth and tactile realism without overwhelming the stylized design. The Roughness map is carefully tuned to balance between matte and slightly reflective qualities replicating natural ground surfaces that respond realistically under different lighting conditions. Consistent with the organic non-metallic nature of the material the Metallic channel remains minimal. Ambient Occlusion enhances soft shadows in crevices and depressions while the Height/Displacement map supports detailed parallax effects increasing perceived depth for more convincing realism in detailed scenes.

This seamless PBR texture is engineered for large-scale tiling providing a consistent and natural appearance across broad surfaces without visible repetition or pattern artifacts. For optimal results it is recommended to slightly increase the UV scale to preserve the stylized detail and natural grain of the vegetable-based substrate without compromising realism. Additionally adjusting the Roughness map can help adapt the ground surface to varying lighting environments or simulate subtle wetness effects enhancing versatility. This professionally crafted material strikes an effective balance between stylized visual appeal and physically plausible material properties making it an ideal choice for architectural visualization game development and any rendering project demanding a high-quality stylized archviz grass ground substance designed with precision and care.

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.