Archviz Floor Flooring Ground Stone Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Floor Flooring Ground Stone Substance Designer — Seamless PBR Texture

IDarchviz-floor-flooring-ground-stone-substance-designer-x3
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Floor Flooring Ground Stone Substance Designer texture is a meticulously crafted PBR material expertly designed to replicate the authentic appearance and tactile quality of natural terrazzo stone flooring. The base substrate consists of a dense mineral composite primarily composed of polished stone aggregates embedded within a subtle durable binder matrix. These aggregates vary naturally in size shape and grain orientation forming a balanced and realistic pattern that closely mimics real terrazzo surfaces commonly found in architectural visualization projects. The surface finish is smooth and slightly polished with minimal porosity that gently diffuses light creating a soft sheen and enhancing visual depth. Warm consistent stone pigments and oxide layers contribute rich color variation within the BaseColor/Albedo channel delivering a natural and appealing ground surface ideal for detailed archviz and interactive 3D environments.

In terms of physically based rendering workflows this Substance Designer texture pack includes high-resolution maps up to 8K ensuring exceptional detail and crispness even when tiled across expansive floor areas. The Normal map captures fine surface relief and the subtle embedded depth of stone fragments adding micro-geometry realism to the material. The Roughness map is calibrated to reflect the slightly matte yet polished stone finish allowing for flexible adjustments to simulate different wear states or lighting conditions. As expected for natural stone terrazzo the Metallic channel remains flat accurately representing the non-metallic mineral composition. Ambient Occlusion enhances the perception of depth by accentuating shadows around aggregates while the Height/Displacement map provides precise elevation data enabling advanced parallax or geometry displacement effects in real-time engines such as Unreal Engine and Unity as well as offline renderers like Blender.

For optimal results careful adjustment of the UV scale is recommended to maintain the natural proportions of the stone aggregates preventing visible repetition artifacts on large flooring surfaces typical in architectural visualization. Slight tuning of the Roughness channel can simulate a range of floor conditions from freshly polished terrazzo to subtly weathered surfaces offering versatility across different project requirements. This texture set is fully optimized for consistent gamma and color space integration ensuring seamless compatibility with diverse rendering workflows. Designed for quality realism and ease of use this material provides an effective and reliable solution for achieving authentic stone ground flooring in professional archviz game development and interactive 3D 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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