Archviz Concrete Dirt Floor Gravel Ground Pebbles — Seamless PBR Texture free download

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

Preview — Archviz Concrete Dirt Floor Gravel Ground Pebbles — Seamless PBR Texture

IDarchviz-concrete-dirt-floor-gravel-ground-pebbles
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Concrete Dirt Floor Gravel Ground Pebbles seamless PBR texture is expertly crafted to deliver outstanding realism in physically based rendering workflows ideal for architectural visualization and game engine environments like Blender Unreal Engine and Unity. The material’s core substrate simulates a rugged weathered concrete base enriched with a natural blend of dirt gravel aggregates and a diverse assortment of small pebbles rocks and stones. These mineral components are embedded within a binder that closely resembles cured cementitious material creating a durable authentic ground surface with subtle porosity and natural wear patterns. The overall finish is matte and unpolished reflecting accumulated dirt and the irregularities characteristic of outdoor concrete floors. Earth-toned pigments and layers of mineral oxides combine to form a harmonious organic color palette that highlights the interplay between exposed concrete grains and scattered gravel enhancing the texture’s visual depth and material complexity.

The texture set includes a complete range of PBR channels at resolutions up to 8K fully optimized for seamless tiling across expansive floor surfaces. The BaseColor (Albedo) map accurately represents the natural hues of concrete dirt and stone without baked lighting ensuring true-to-life color reproduction. Normal and Height (Displacement) maps capture intricate surface details by simulating the uneven relief of embedded pebbles rocks and coarse concrete grains adding tactile quality and realism to close-up renders. The Roughness map balances the matte concrete finish with the subtly glossier appearance of gravel and stones while the Metallic channel remains neutral consistent with the non-metallic nature of this mineral-based ground surface. Ambient Occlusion maps provide soft shadowing around crevices and texture variations increasing perceived depth and enhancing material authenticity. This thoughtfully designed set supports efficient look development for diverse architectural projects requiring natural high-fidelity ground surfaces.

For best results it is recommended to carefully adjust the UV scale to preserve the natural proportions of gravel and concrete patches thereby avoiding noticeable repetition on large floor areas. Additionally fine-tuning the roughness channel can simulate different surface conditions such as wetness or dirt accumulation allowing the material’s appearance to adapt dynamically to various environmental and lighting scenarios. This texture excels as a versatile authentic base material for exterior architectural floors industrial environments and natural ground scenes making it an essential asset for substance designers and visualization artists aiming to enhance realism while maintaining seamless integration across multiple rendering platforms.

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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