Archviz Cal Ada Cobblestone Floor Flooring Ground — Seamless PBR Texture free download

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

Preview — Archviz Cal Ada Cobblestone Floor Flooring Ground — Seamless PBR Texture

IDarchviz-cal-ada-cobblestone-floor-flooring-ground
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Archviz Cal Ada Cobblestone Floor Flooring Ground texture is a meticulously crafted seamless PBR material that authentically captures the essence of traditional Portuguese cobblestone surfaces. At its core the base substrate is composed primarily of natural stone aggregates—small to medium-sized rounded rocks—embedded within a durable mortar binder replicating the historic outdoor craftsmanship characteristic of Portuguese streets. These stone aggregates display subtle variations in grain orientation and porosity which contribute to the texture’s realistic weathered appearance. The surface finish is predominantly matte with a gentle roughness that reflects the natural mineral colorants found in authentic stone ranging from warm ochre hues to muted grays. These colors are further enriched by oxide layers and organic weathering effects creating a nuanced stone substance that embodies the timeless quality of aged cobblestone flooring and ground surfaces.

All texture maps are created at up to 8K resolution delivering exceptional detail and clarity suitable for close-up architectural visualization workflows in Blender Unreal Engine and Unity. The BaseColor (Albedo) map accurately conveys the natural stone hues and subtle color shifts resulting from mineral impurities and environmental exposure. The Normal map represents the tactile relief of the cobblestone and mortar joints emphasizing the rounded edges and depth of the aggregate arrangement with precision. Roughness maps reveal moderate surface variation between the smoother stone faces and the rougher mortar binder while the Metallic channel remains close to zero preserving the non-metallic nature of the stone material. Ambient Occlusion enhances shadowing within the crevices and grout lines and the Height/Displacement map provides faithful surface depth enabling realistic parallax and displacement effects in real-time rendering scenarios.

This texture is optimized for large-scale tiling maintaining seamless edges and consistent color response making it ideal for extensive flooring or ground coverage in architectural visualization projects. When applying this material designers are advised to adjust the UV scale carefully to ensure the cobblestone size remains natural and proportional within the scene. Additionally fine-tuning the roughness map can help to balance reflectivity according to lighting conditions and surface wear enhancing realism. The Archviz Cal Ada Cobblestone Floor Flooring Ground texture offers a reliable high-quality solution for designers seeking to replicate the authentic look and feel of Portuguese cobblestone stone surfaces in diverse physically based rendering pipelines and real-time applications.

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.