Rocks Gravel Gravelly — Rough Rocks Gravel Driveway Stones Coarse — PBR seamless 3D texture free download

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

Preview — Rocks Gravel Gravelly — Rough Rocks Gravel Driveway Stones Coarse — PBR seamless 3D texture

IDgravel-floor-02-rough-rocks-gravel-gravelly-gravelly-ground-driveway-gravel
Flooring
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a coarse gravelly ground composed primarily of naturally weathered rocks and stones ideal for simulating driveway gravel or rough outdoor floors. The base substrate consists of mineral aggregates with a stony irregular surface bound together by fine silt and organic matter typical of gravel floor 02 compositions. The texture captures the porous uneven grain orientation and subtle variations in gray tones reflecting the naturally oxidized and weathered finish of outdoor driveway stones. Colorants arise from mineral oxide layers and soil pigments giving the albedo channel a convincing blend of muted earth tones and rough stone hues that enhance realism without appearing artificial or repetitive.

The PBR maps included—albedo normal roughness ambient occlusion (AO) and height—work synergistically to convey the material’s physical composition and surface detail. The albedo channel delivers accurate base color information showing subtle gradients in gray and coarse gravel textures. The normal map encodes fine surface relief and rock edges essential for highlighting the rocky uneven stony nature under dynamic lighting. Roughness is carefully balanced to reflect the gravel’s coarse and matte finish avoiding excessive gloss while maintaining natural weathering effects. AO enhances shadowing in crevices between stones adding depth and realism to the gravelly ground. The height map provides parallax and displacement data perfect for creating realistic surface variations in both real-time engines and offline renderers.

Optimized for modern pipelines this physically based texture is fully tileable and available at 4K resolution with an optional 8K version for high-end applications requiring ultra-detailed close-ups. It supports the metal/rough workflow and is calibrated for consistent shading in Blender Unreal Engine and Unity ensuring reliable results without manual tweaking. This balance of detail and performance makes it ideal for use on driveway gravel surfaces stony outdoor floors and other coarse gravelly ground materials across digital content creation suites and game engines.

For practical use it is recommended to adjust the UV scale to match the desired gravel size realistically—too large a scale can make stones appear unnatural while too small can cause visual repetition. Additionally fine-tuning roughness values can enhance the perception of surface dryness or moisture adapting the texture to different environmental lighting conditions. This ensures the gravelly rough rocks and stones maintain their authentic appearance across a variety of scenes and 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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