Archviz Canyon Cliff Layered Layers Rock Rocks — Seamless PBR Texture free download

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

Preview — Archviz Canyon Cliff Layered Layers Rock Rocks — Seamless PBR Texture

IDarchviz-canyon-cliff-layered-layers-rock-rocks
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture authentically represents the intricate and natural composition of canyon cliff rock layers highlighting the distinctive sedimentary strata formed over millennia. The base substrate is composed of mineral-rich sediments compacted tightly into solid stone showcasing a harmonious blend of earthy tones interspersed with oxide pigments that emphasize subtle color transitions between the layered rock formations. Fine grain orientations and natural weathering effects evoke the porous rugged nature typical of sedimentary cliffs while fissures and micro-aggregates add complexity to the surface structure. The finish is matte and slightly coarse reflecting the characteristic weathered appearance of canyon cliffs and enhancing tactile realism essential for architectural visualization (archviz) and environmental design projects.

Designed with high-resolution detail at up to 8K this texture set is optimized for seamless tiling and supports demanding rendering workflows across various platforms such as Blender Unreal Engine and Unity. The BaseColor (Albedo) map accurately reproduces the natural mineral deposits and color variations of the canyon stone without baked-in lighting ensuring versatility under different lighting environments. The Normal map brings out the layered rock’s microstructure and fissures providing depth and surface unevenness while the Roughness map controls the matte non-metallic finish typical of weathered sedimentary rock. The Metallic channel remains minimal consistent with the non-metallic nature of these natural rock layers. Ambient Occlusion maps deepen shadows within crevices and sediment layers and Height/Displacement maps enable realistic parallax and displacement effects emphasizing the pronounced stratified relief characteristic of canyon cliffs.

Key material attributes such as the mineral-rich base substrate fine sediment grains and oxide pigments manifest clearly across the PBR channels contributing to a realistic and natural stone appearance. For best results adjusting the UV scale helps maintain proportional representation of the layered sediments and prevents distortion of the delicate stratifications. Additionally fine-tuning roughness values can balance visual realism with rendering performance adapting the material’s response to various lighting models. This texture is an excellent resource for substance designers and archviz professionals seeking to recreate authentic canyon rock environments with layered strata and subtle weathering effects ensuring consistent and lifelike visual outcomes across diverse real-time and offline rendering platforms.

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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