Archviz Ground Moss Rock Rocks Stone Vegetable — Seamless PBR Texture free download

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

Preview — Archviz Ground Moss Rock Rocks Stone Vegetable — Seamless PBR Texture

IDarchviz-ground-moss-rock-rocks-stone-vegetable
Moss
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless Archviz Ground Moss Rock Rocks Stone Vegetable texture is expertly crafted to replicate the intricate composition of natural outdoor surfaces where mineral-rich stone and living moss converge. The base substrate features fine-grained mineral-dense rock that exhibits subtle porosity and gentle weathering conveying an authentic aging process typical of exposed ground materials. Interspersed sporadically across this stone foundation are vibrant green moss patches forming a living vegetable layer that significantly enhances the organic complexity and realism of the surface. The overall finish is matte with a slightly rough tactile quality capturing the dry weathered nature of mossy stone and earth. Earth-toned pigments and mineral oxide layers blend seamlessly within the BaseColor/Albedo channel producing a harmonious and natural color palette ideal for photorealistic architectural visualization environments.

Designed for physically based rendering workflows this texture set includes high-resolution maps up to 8K compatible with leading software such as Blender (Cycles and Eevee) Unreal Engine and Unity. The Normal and Height/Displacement maps precisely capture the fine surface undulations and micro-details of both the rock aggregates and the delicate moss coverage resulting in convincing depth and tactile variation. Roughness values are carefully calibrated to portray the stone’s dry non-metallic surface reflected by an almost black Metallic channel that emphasizes the absence of metal content. Ambient Occlusion maps subtly enhance shading in crevices and moss clusters increasing depth perception without overpowering the diffuse colors thereby maintaining a natural and balanced appearance across all channels.

When integrating this texture into your projects adjusting the UV scale can tailor the presence of moss and stone details to your scene’s spatial needs—larger UV scales emphasize fine moss textures suitable for close-ups while smaller scales ensure a natural look for expansive ground surfaces. Additionally fine-tuning roughness values allows for nuanced differentiation between the moisture-retaining moss patches and the arid rock substrate elevating realism. Utilizing the Height map to introduce subtle parallax or displacement effects adds convincing depth to flat geometry without compromising performance. This versatile and high-quality texture set provides a practical solution for achieving naturalistic ground surfaces that seamlessly blend mossy rock stone and living vegetable elements within any archviz project.

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.