Stone Floor Tiles — Floor Tiles Rocks Tiles Rocks Slates — PBR seamless 3D texture free download

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

Preview — Stone Floor Tiles — Floor Tiles Rocks Tiles Rocks Slates — PBR seamless 3D texture

IDstone-tiles-02-uneven-rock-stones-stone-floor-tiles
Stone
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Stone Tiles 02 texture is a meticulously crafted physically based 3D material designed to authentically replicate the uneven surfaces of natural stone rocks and slates typically used for both outdoor and indoor floor and wall applications. The base substrate mimics a sedimentary stone composition composed of fine to medium-grain mineral aggregates tightly bound by natural cementitious materials. This combination results in a subtly porous irregular surface that exhibits natural weathering effects and intricate variations characteristic of genuine stone tiles and rocky floors. The surface finish presents a matte to lightly brushed appearance enriched by subtle color shifts from mineral oxides and earth pigments that add depth and realistic mottling to the stone texture.

The texture’s PBR setup accurately captures these material qualities through its detailed channel maps. The Albedo/BaseColor map delivers balanced true-to-life coloration reflecting the natural stone and slate hues while the Normal map encodes fine surface irregularities and grain orientation to enhance tactile realism and depth perception. The Roughness channel varies across the texture simulating the diffuse light scattering typical of weathered stone floors and uneven rocky surfaces providing moderate reflectivity without metallic shine. Metallic values remain minimal or absent consistent with natural stone materials and the Ambient Occlusion channel introduces subtle shading to emphasize crevices and intricate surface detail. The Height map offers precise displacement data enabling realistic depth and relief effects on both flat floors and vertical walls without the need for manual adjustment.

Optimized for modern 3D workflows this seamless tileable stone floor texture supports resolutions up to 8K for exceptional detail and clarity ensuring it maintains intricate surface nuances even at close range. It is fully compatible with leading 3D platforms such as Blender Unreal Engine and Unity facilitating seamless integration into architectural visualizations game environments and high-end renderings. Available in PNG and EXR formats it offers flexible options for various digital content creation pipelines. For best results adjusting the UV scale to align with real-world tile dimensions is recommended to prevent unnatural stretching or repetition. Additionally fine-tuning the roughness map allows control over the surface finish whether aiming for a freshly laid polished stone floor or an aged weathered look. The Height map also supports parallax and displacement effects enhancing the perception of depth and realism in close-up views across diverse 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

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