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

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

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

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

This Archviz Cliff Rock Rocks Stone Substance Designer seamless PBR texture features a meticulously crafted material that authentically simulates the rugged surface of a natural cliff face. The base substrate consists primarily of tightly bonded mineral aggregates embedded within weathered cementitious layers forming a solid yet porous rock structure. Moderate porosity combined with subtle erosion patterns reflects the long-term effects of natural weathering including wind and rain exposure typical of cliff environments. The texture reveals finely detailed grain orientation and micro-surface fissures achieved through advanced normal and height maps which capture the intricate roughness and irregularities of the stone. Its surface finish is naturally rough and unpolished exhibiting earthy pigment variations in tones of gray and brown that emphasize the stone’s organic color composition and tactile depth.

Delivered in ultra-high resolutions up to 8K this PBR texture set is optimized for demanding archviz projects game engines and visualization workflows that require top-tier realism. The material includes all essential PBR channels to ensure physically accurate rendering: the BaseColor (Albedo) channel conveys the stone’s authentic pigments and subtle chromatic shifts; the Normal map details fine surface relief and grain orientation; Roughness maps define the matte weathered finish characteristic of aged stone; the Metallic channel remains neutral reflecting the non-metallic nature of the substrate; Ambient Occlusion enhances shadowing within fissures and crevices adding depth and dimensionality; and Height/Displacement maps support realistic parallax and tessellation effects reinforcing the perception of rugged cliff surfaces. These channels are carefully balanced for consistency across real-time platforms like Unreal Engine and Unity as well as offline renderers such as Blender Cycles.

Designed for seamless large-scale tiling this cliff rock texture maintains visual continuity without visible repetition or seams making it ideal for extensive natural environments in archviz and game scenes. For optimal results adjusting the UV scale to match the natural grain size of the stone is recommended along with fine-tuning roughness values to suit specific lighting conditions. This approach ensures the texture’s nuanced weathered effects and surface details respond realistically within various environmental contexts. Created by an expert substance designer this texture set masterfully combines natural rock substance and mineral composition delivering a highly realistic stone material that enhances any archviz game or visualization project requiring authentic cliff rock surfaces with rich depth and natural character.

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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