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

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

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

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

This stylized archviz floor ground stone texture is meticulously crafted in Substance Designer to capture the nuanced characteristics of a natural stone surface while maintaining a distinctive stylized aesthetic. The base substrate consists of a finely detailed mineral composition incorporating a blend of small mineral aggregates bonded by subtle adhesive layers that ensure material cohesion and durability. The texture reveals a carefully balanced grain orientation and moderate porosity with a lightly weathered matte finish that reflects soft highlights and surface irregularities typical of a well-worn stone floor. Natural colorants derived from mineral pigments and oxide deposits imbue the surface with a warm consistent tone that enhances visual realism while supporting the stylized design intent. This thoughtful material construction allows the texture to respond predictably and consistently across diverse lighting conditions making it an excellent choice for extensive floor and ground applications in architectural visualization and real-time rendering workflows.

All essential physically based rendering (PBR) maps are included to facilitate seamless integration into industry-standard pipelines. The BaseColor (Albedo) map captures subtle variations in mineral pigments and fine grain details providing authentic depth and color differentiation. The Normal map accentuates surface relief and grain directionality enhancing the perceived tactile quality and fine detail of the stone substrate. Roughness values are carefully tuned to replicate the matte slightly weathered surface balancing diffuse reflection with soft specular highlights. The Metallic channel remains minimal to reflect the non-metallic nature of natural stone. Ambient Occlusion enhances depth by softly shadowing crevices and grain intersections while the Height/Displacement map offers precise surface relief enabling realistic geometry displacement and subtle parallax effects in supported rendering engines.

Rendered up to 8K resolution this stylized archviz floor ground stone texture ensures sharp high-fidelity details are preserved even on large floor expanses or close-up views. It is fully compatible with leading platforms such as Blender Unreal Engine and Unity supporting both real-time and offline physically based rendering workflows. For optimal visual results it is recommended to carefully adjust the UV scale to minimize noticeable pattern repetition and to fine-tune roughness parameters according to the specific lighting environment of the scene. Utilizing the Height map to enhance parallax effects during look development will further improve the perceived depth and tactile realism of the stone surface making this texture a versatile and reliable asset for diverse architectural visualization 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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