Archviz Boulder Rock Rocks Stone Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Boulder Rock Rocks Stone Substance Designer — Seamless PBR Texture

IDarchviz-boulder-rock-rocks-stone-substance-designer-x2
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Boulder Rock Rocks Stone Substance Designer seamless PBR texture offers an exceptionally detailed and physically accurate representation of natural stone boulders carefully crafted to satisfy the stringent demands of high-fidelity architectural visualization and real-time rendering applications. The base substrate is inspired by rugged mineral formations characterized by a granular and coarse composition typical of weathered rock surfaces. Fine aggregates and subtle porosity are evident throughout the material reflecting natural erosion and environmental exposure that create a tactile lifelike impression. The surface finish presents a predominantly matte appearance with lightly roughened patches simulating the distinctive weathering patterns found on real boulders. Coloration is derived from mineral pigments and iron oxide layers embedded within the stone matrix producing consistent yet dynamic hues that capture the subtle natural variations seen in diverse archviz game and virtual environments.

The texture’s material composition is meticulously translated across all PBR channels to maximize realism and seamless integration. The BaseColor (Albedo) channel accurately renders the stone’s natural color shifts caused by mineral deposits and oxidation offering a rich palette of earthy tones. The Normal map introduces intricate details such as micro-cracks grain orientation and fine surface irregularities enhancing depth perception without increasing geometric complexity. Roughness is carefully calibrated to convey the semi-rough weathered quality of boulder surfaces balancing light diffusion and gentle specular reflections while the Metallic channel remains at zero to reflect the non-metallic nature of natural stone. Ambient Occlusion adds subtle shading in recessed areas and crevices increasing visual depth and dimensionality. The Height/Displacement map supports advanced parallax or tessellation effects enabling enhanced surface realism in engines like Blender Unreal Engine and Unity.

This seamless PBR texture supports ultra-high resolutions up to 8K ensuring fine details remain crisp and visually compelling even on large-scale surfaces or close camera inspections. Its robust design makes it highly suitable for architectural visualization (archviz) game development and various real-time rendering workflows delivering consistent and realistic results across both offline renderers and interactive platforms. For best results it is advisable to carefully adjust the UV scale to avoid visible repetition artifacts and consider slightly increasing roughness values under bright lighting conditions to preserve the natural stone’s appearance. This texture’s comprehensive channel set and detailed material composition make it an excellent choice for anyone aiming to authentically simulate the complex look and feel of natural boulder rock surfaces in digital 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.


AITEXTURED Tools

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