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

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

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

IDarchviz-rock-rocks-stone-substance-designer-wall-x2
Stone
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Rock Rocks Stone Substance Designer Wall seamless PBR texture is expertly crafted to authentically replicate the complex natural appearance of rugged stone surfaces commonly found in architectural visualization and game environments. The base substrate consists of a dense fine-grained mineral-rich rock formation primarily composed of tightly bound silicate compounds that provide a durable and slightly coarse foundation. This mineral matrix incorporates natural porosity and subtle weathering effects that give the surface an organic tactile quality blending matte and semi-polished finishes to reflect a naturally aged stone wall. Pigment variations and layered oxide deposits create a nuanced color palette dominated by muted earth tones and soft grays ensuring seamless tiling across large architectural walls or rocky surfaces without visible repetition or color inconsistencies.

In terms of material composition the texture features mineral aggregates embedded within a compact silicate matrix that accurately simulates natural grain orientation and micro-fissures typical of stone. The surface finish captures the balance between weathered patches and smoother semi-polished facets conveying a realistic aged stone look. These material qualities are meticulously represented through the Physically Based Rendering (PBR) workflow: the BaseColor (Albedo) map conveys subtle color variations and mineral staining while the Normal map details intricate surface relief and micro-textural complexity. The Roughness channel defines the variable reflectivity of weathered versus smoother areas with the Metallic channel remaining close to zero to represent the stone’s non-metallic nature. Ambient Occlusion enhances depth perception around crevices and grain boundaries and the Height/Displacement map supports realistic depth and parallax effects adding tactile dimensionality to walls and rocky formations.

Optimized for ultra-high resolution up to 8K this texture set is fully compatible with popular rendering engines including Blender Unreal Engine and Unity delivering exceptional clarity and detail for architectural visualization and real-time applications. For optimal integration it is recommended to carefully adjust the UV scale to maintain a natural stone grain size relative to your architectural elements avoiding overly repetitive patterns. Additionally fine-tuning the roughness parameter allows simulation of different surface finishes ranging from freshly cut stone to weathered facades. Utilizing the height map for parallax or tessellation effects in real-time engines further enhances the realism and depth of stone walls and rocky surfaces elevating the tactile and visual quality of your projects.

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.