Archviz Dirt Fossils Ground Sandstone Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Dirt Fossils Ground Sandstone Substance Designer — Seamless PBR Texture

IDarchviz-dirt-fossils-ground-sandstone-substance-designer
Ground surface
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture presents a highly detailed and realistic representation of a sandstone ground surface infused with fossilized dirt inclusions expertly crafted using Substance Designer for archviz and environmental visualization projects. The base substrate simulates fine-grained sandstone featuring a natural mineral composition dominated by quartz and feldspar with subtle sediment layering that reflects real geological processes such as deposition and compaction. Embedded within this sandy matrix are fossil fragments and organic remnants that add geological depth and authenticity creating a complex aggregate structure. The surface texture reveals moderate porosity and visible weathering effects illustrating natural erosion and sediment compaction over time. The finish is matte with slight variations in roughness characteristic of exposed sandstone surfaces while soft oxide pigments provide warm earth tones ranging from gentle tans to muted browns that blend seamlessly across the texture.

In terms of physically based rendering workflows this material’s channels have been meticulously composed to ensure realistic visual responses under varying lighting conditions. The BaseColor (Albedo) map captures the nuanced distribution of warm natural hues found in fossilized dirt and sandstone offering subtle variations that prevent flatness. The Normal map encodes fine surface details such as grain orientation and the relief of fossil inclusions enhancing the tactile perception of the texture without additional geometry. Roughness values vary subtly across the surface simulating the different tactile qualities between compact sandstone and softer dirt patches. The Metallic channel remains consistently low reflecting the inherently non-metallic nature of sandstone and organic fossil material. Ambient Occlusion intensifies shadowing around crevices and fossil impressions adding depth and grounding the texture visually while the Height/Displacement map provides accurate elevation data essential for parallax or tessellation effects especially in close-up renders.

Rendered at resolutions up to 8K this texture is fully optimized for use in high-fidelity architectural visualization game engines and both real-time and offline rendering platforms such as Blender Unreal Engine and Unity. Its seamless design allows it to be tiled effortlessly across expansive ground surfaces without visible repetition making it an excellent choice for detailed archviz projects and environmental scenes that demand geological realism. For optimal results adjusting the UV scale is recommended to balance detail density and avoid unnatural patterning while fine-tuning the roughness map can help tailor the surface response to different lighting setups ensuring a convincing interplay between fossilized dirt and sandstone textures across diverse environments.

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.


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