Archviz Concrete Moss Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Concrete Moss Substance Designer — Seamless PBR Texture

IDarchviz-concrete-moss-substance-designer
Moss
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Concrete Moss Substance Designer texture is expertly developed to provide a seamless high-quality PBR surface optimized for physically based rendering workflows in architectural visualization. At its core the material consists of a dense mineral-rich concrete substrate formed by fine aggregate particles intricately embedded within a cementitious binder. This composition results in a naturally porous and weathered architectural surface that authentically captures the tactile qualities of aged concrete. Over time organic moss growth subtly spreads across the surface reflecting environmental moisture retention and gradual weathering processes. The finish is predominantly matte with slight roughness and natural surface irregularities showcasing muted gray tones interspersed with delicate green moss patches. Oxide layers and natural pigments subtly influence the color palette creating a realistic interplay between the inorganic mineral base and the organic moss elements essential for achieving authentic and visually compelling archviz projects and real-time visualizations alike.

The texture’s PBR channel maps meticulously represent the material’s complex composition and surface detail. The BaseColor map highlights the natural variations in the concrete’s gray hues combined with soft moss greens enhancing visual depth and color realism. Fine grain orientations and surface imperfections are captured through the Normal map which adds subtle relief and texture under dynamic lighting conditions. The Roughness channel varies naturally across the surface emphasizing the contrast between the coarse porous concrete and the softer slightly smoother moss areas contributing to a tactile and believable finish. The Metallic channel remains neutral consistent with the non-metallic nature of both concrete and moss materials. Ambient Occlusion accentuates crevices and surface depth enriching shading and enhancing the overall perception of detail. Height and Displacement maps provide precise relief replicating the porous concrete base and layered moss growth enabling large-scale seamless tiling without disrupting realism. Rendered in 8K resolution this texture guarantees crisp detail and sharpness suitable for close-up renders fully compatible and optimized for Blender Unreal Engine and Unity pipelines.

For optimal results within any archviz or design project it is advisable to carefully adjust the UV scale to maintain realistic proportions of moss patches relative to architectural elements and surfaces. Fine-tuning the roughness values can help adapt the material to various lighting scenarios; lower roughness settings simulate wetter or more polished concrete finishes while higher values emphasize the weathered matte character of aged surfaces. Utilizing height or parallax mapping can further enhance depth perception in real-time environments adding immersive detail and elevating the overall realism of your scenes. This substance texture is crafted with standard color space and gamma settings ensuring consistency across multiple rendering platforms when aligned with project parameters. Designed with versatility and quality in mind this material offers a reliable and authentic solution for professionals seeking natural concrete and moss surfaces within their Substance Designer toolkit.

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

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