Stylized Archviz Floor Ground Rocks Stones Substance — Seamless PBR Texture free download

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

Preview — Stylized Archviz Floor Ground Rocks Stones Substance — Seamless PBR Texture

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

This stylized Archviz floor ground rocks stones substance texture is expertly crafted to simulate a natural mineral-based substrate composed of weathered stone fragments intricately bound by subtle organic and mineral adhesives. The aggregate features a carefully oriented grain structure and realistic porosity capturing the tactile complexity of rough outdoor ground surfaces while maintaining a consistent and seamless appearance. The surface finish exhibits a gently matte brushed stone effect with delicate color variations achieved through layered pigments and oxide deposits which add natural depth and visual interest without sacrificing a stylized aesthetic. This combination of materials and finish results in a richly detailed texture that excels in architectural visualization and game design providing a realistic yet artistically enhanced representation of stone floors and ground environments.

Within the physically based rendering (PBR) workflow this substance texture maps its material qualities effectively across multiple channels. The BaseColor (Albedo) channel delivers a balanced palette of earthy tones and muted stone hues ensuring color stability under various lighting conditions. The Normal map reveals fine surface irregularities and subtle grain textures enhancing the perception of depth and tactile realism. Roughness values are carefully tuned to create a moderate diffuse reflection avoiding overly glossy highlights while preserving surface complexity. The Metallic channel remains minimal to emphasize the natural non-metallic character of stone. Ambient Occlusion accentuates crevices and recessed areas adding a sense of depth and visual weight to shadowed regions. Height and Displacement maps offer nuanced elevation changes that are ideal for parallax and displacement workflows in real-time engines like Unreal and Unity further elevating the immersive quality of floor and ground surfaces.

Rendered at an impressive 8K resolution this stylized Archviz ground rocks stones substance texture delivers exceptional clarity and detail making it suitable for expansive floors and terrain applications in Blender Unreal Engine and Unity. The texture is optimized for seamless integration into diverse look-development workflows with a base layer preview included to facilitate rapid setup and fine-tuning. For best results adjusting the UV scale to maintain authentic rock proportions and fine-tuning roughness parameters can significantly enhance the way the texture interacts with dynamic lighting environments. Additionally incorporating subtle height map displacement can boost surface dimensionality making this substance texture an excellent choice for both close-up architectural floors and broad stylized ground settings where realism and artistic style are equally important.

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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