Archviz Floor Flooring Rock Sand Stone Substance — Seamless PBR Texture free download

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

Preview — Archviz Floor Flooring Rock Sand Stone Substance — Seamless PBR Texture

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

This Archviz Floor Flooring Rock Sand Stone Substance is a meticulously crafted seamless PBR texture designed to bring exceptional realism and versatility to physically based rendering workflows. Its material composition simulates a natural stone substrate formed primarily from fine silicate-based mineral grains bonded together through natural cementation processes. This results in a durable yet porous base that exhibits subtle weathering effects enhancing the surface’s authenticity. The texture presents a slightly rough matte finish characteristic of natural rock and sand floors with carefully integrated organic inclusions and sandy particles that contribute to an authentic tactile quality. These elements reflect the complexity and irregularity found in real-world stone flooring making it an ideal choice for realistic architectural visualization and game environments.

The texture’s PBR channels are thoughtfully mapped to accurately convey its material properties. The BaseColor (Albedo) map features consistent warm earth tones derived from natural pigments and oxide layers replicating the subtle mineral variations typical of stone and sand substrates. The Normal map captures detailed grain orientation and micro-surface irregularities which enhance light interaction and depth perception across the flooring surface. Reflectivity is governed by the Roughness channel producing a semi-matte finish that mimics diffuse light scattering common to weathered rock and sand surfaces. The Metallic map is minimal reflecting the non-metallic nature of this organic flooring substance. Ambient Occlusion highlights crevices and grain boundaries adding depth and realism while the Height and Displacement maps provide precise surface depth variations replicating natural erosion and uneven terrain typical of stone floors.

Produced at an impressive resolution of up to 8K this seamless texture ensures crisp detail and scalability for large-scale tiling without visible repetition making it well-suited for high-quality architectural visualization projects and real-time rendering in game engines such as Blender Unreal Engine and Unity. The texture supports consistent color response and workflow integration across these platforms facilitating a smooth design process for flooring and surface applications. For optimal visual fidelity it is recommended to carefully adjust the UV scale to maintain realism and avoid texture stretching. Additionally fine-tuning the roughness parameter can simulate various stages of weathering or different surface finishes while subtle use of the height map displacement enhances surface depth and parallax effects further enriching the material’s natural appearance and depth.

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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