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

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

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

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

This Archviz Rock Rocks Stone Substance Designer seamless PBR texture is expertly crafted to replicate the intricate natural complexity of stone substrates found in realistic architectural visualization and game environments. The base substrate consists of mineral aggregates with a carefully arranged grain orientation and variable porosity which convincingly mimic the weathered eroded surfaces of authentic rock formations shaped over years by natural elements. Embedded within this stone matrix are fine binders and mineral oxides that serve as natural colorants producing a balanced warm-to-cool neutral palette that adds depth and subtlety to the material’s appearance. The surface finish is predominantly matte exhibiting slight roughness variations that capture the organic feel and imperfections of unpolished stone contributing to the overall lifelike quality essential for both real-time and offline physically based rendering workflows.

The texture set is delivered at an impressive resolution of up to 8K ensuring exceptional detail for close-up views and large-scale architectural scenes without visible seams or repetitive artifacts. Within the Substance Designer workflow each PBR channel is meticulously developed to express the material’s unique characteristics: the BaseColor (Albedo) channel reveals nuanced pigment variations and subtle mineral deposits; the Normal map defines the intricate relief and grain structure of the rock surface; Roughness maps simulate the diffuse light scattering inherent to natural stone with varied surface roughness; the Metallic channel remains at zero consistent with the non-metallic nature of rock materials; Ambient Occlusion enhances shadowing in crevices and pores adding realistic depth; and the Height/Displacement map captures natural undulations and weathering effects enabling subtle parallax or tessellation for enhanced surface detail. This comprehensive PBR setup is fully compatible with popular rendering engines such as Blender Unreal Engine and Unity making it an ideal choice for diverse archviz and game development workflows.

To maximize realism when integrating this seamless stone texture into your projects it is recommended to carefully adjust the UV scale to avoid exaggerating repetitive patterns especially in expansive architectural scenes where subtlety is crucial. Fine-tuning the roughness values can also improve the material’s interaction with lighting allowing for a balanced effect between matte and softly reflective surfaces that better mimic natural stone finishes. Additionally leveraging the Height map for parallax effects enhances the perception of depth without increasing geometric complexity providing an efficient way to add convincing surface detail and natural weathering in both real-time and offline rendering 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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