Archviz Dirt Earth Floor Flooring Gravel Ground — Seamless PBR Texture free download

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

Preview — Archviz Dirt Earth Floor Flooring Gravel Ground — Seamless PBR Texture

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

This Archviz Dirt Earth Floor Flooring Gravel Ground texture is a meticulously crafted high-quality seamless PBR material designed to authentically replicate natural outdoor ground surfaces with exceptional realism. The base substrate is composed of mineral-rich soil intricately blended with fine clay binders and natural organic adhesives forming a compacted earth foundation that provides structural cohesion and durability. Scattered throughout the surface are small gravel fragments and pebbles enhancing the textured complexity and mimicking the uneven porous nature of real-world dirt and earth floors found in outdoor architectural visualization and game environments. Subtle variations in porosity and weathering effects arise from mineral aggregates and soil particles interacting under natural conditions creating a slightly rough uneven surface finish that is matte and diffuse. Coloration is derived from natural earth pigments and oxide layers showcasing a palette ranging from warm browns to muted grays which enriches the material’s depth and authenticity while reflecting the tactile qualities of dirt and gravel ground.

This texture set is fully optimized for physically based rendering workflows and includes all essential PBR maps to accurately simulate the ground’s physical and visual properties. The BaseColor/Albedo channel delivers consistent seamless earth tones suitable for large-scale tiling without noticeable repetition or color shifts ensuring a natural appearance across extensive surfaces. The Normal map highlights fine surface details such as soil granularity subtle undulations and the textured relief of embedded gravel and pebbles adding realism and depth. Roughness maps introduce nuanced variations that distinguish compacted earth patches from looser gravel areas emphasizing the material’s characteristic matte finish. Metallic values remain at zero to faithfully represent the non-metallic nature of natural ground while Ambient Occlusion enhances shadowing around crevices and spaces between stones improving depth perception. Height/Displacement maps simulate gentle elevation changes and surface irregularities supporting advanced rendering workflows in Blender Unreal Engine and Unity. With resolutions up to 8K this texture maintains crisp detail even in close-up views making it well-suited for high-fidelity architectural and game design projects.

Carefully prepared to meet common PBR pipeline standards this texture ensures broad compatibility across both real-time and offline rendering platforms. Designers are encouraged to adjust the UV scale thoughtfully to match scene proportions as scaling too large may reduce visible detail while too small can cause repetitive patterning. Fine-tuning roughness parameters allows subtle shifts in appearance enabling realistic simulations of varying soil moisture conditions from dry to slightly damp which enhances material authenticity. The inclusion of a base layer preview streamlines look development and material evaluation making this dirt earth gravel and pebble texture an excellent choice for designers aiming to enrich outdoor floor surfaces with a natural highly detailed substance that captures the subtle complexity of real ground environments.

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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