Archviz Ground Pebbles Rocks Stone Floor Stones — Seamless PBR Texture free download

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

Preview — Archviz Ground Pebbles Rocks Stone Floor Stones — Seamless PBR Texture

IDarchviz-ground-pebbles-rocks-stone-floor-stones
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Ground Pebbles Rocks Stone Floor Stones seamless PBR texture offers a highly detailed and physically accurate representation of a natural stone floor composed of mineral-rich pebbles and rocks embedded within an earthy soil substrate. The base material primarily consists of weathered stone aggregates tightly bound by compacted natural soil and organic binders resulting in a cohesive surface that reflects the subtle porosity and authentic wear patterns typical of outdoor stone flooring in architectural visualization. The stones display a diverse palette of muted earth tones influenced by mineral oxide pigments which add gentle variations in color and depth without overpowering the natural appearance. This combination yields a matte surface finish characterized by slight roughness variations and soft edges mirroring the tactile qualities of naturally weathered stone floors found in real-world environments.

From a materials and composition standpoint the texture captures the interplay between coarse pebble and rock aggregates and the finer soil binder that holds them together. Porosity is visually conveyed through subtle surface depressions and micro-indentations while natural wear manifests as irregular roughness and softened stone edges enhancing realism. These intricate details are accurately portrayed across the PBR channels: the BaseColor (Albedo) map reflects the nuanced distribution of mineral pigments and earth tones the Normal map emphasizes the granular pebble edges and uneven surface relief and the Roughness map differentiates the smoother stone surfaces from the coarser soil binder areas. The Metallic channel remains negligible consistent with the ceramic-like non-metallic nature of the stone materials. Ambient Occlusion enhances depth by shading crevices and overlaps while the Height/Displacement map provides realistic elevation changes essential for tactile surface realism in both real-time engines and offline rendering workflows.

Rendered at up to an 8K resolution this seamless texture is optimized for large-scale tiling eliminating visible repetition on extensive ground surfaces commonly used in archviz projects game engines and other visualization workflows. It integrates effortlessly with Substance Designer and is fully compatible with Blender Unreal Engine and Unity making it versatile for diverse pipelines. For practical use adjusting the UV scale is recommended to avoid overly uniform stone patterns and fine-tuning the Roughness values helps adapt the material to specific lighting conditions. Incorporating subtle Height or Displacement effects through parallax or tessellation techniques can significantly enhance the tactile quality of the stone floor surface adding convincing depth and detail to close-up architectural renders thereby elevating the overall realism of your 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.