This stylized archviz floor ground stone texture is expertly crafted using Substance Designer to replicate a naturally weathered stone surface with meticulous attention to materials and composition. The base substrate consists of finely grained mineral aggregates—primarily silicates and quartz—intricately bound within an organic cementitious matrix that simulates aged mortar or natural sediment bonding. This engineered combination results in a subtly porous yet dense ground material that conveys a realistic balance of durability and natural wear. The surface finish is matte with a soft brushed appearance featuring gentle wear patterns that enhance the stylized aesthetic while preserving consistent visual appeal across expansive tiled surfaces. Carefully calibrated pigment variations in warm earth tones mimic mineral deposits and natural oxidation adding depth and authenticity to the overall visual impression. The texture’s micro-roughness and subtle porosity reflect years of weathering contributing to its tactile realism and enhancing the architectural visualization experience.
Each PBR channel is thoughtfully designed to faithfully represent the physical and visual properties of this stylized stone floor. The BaseColor (Albedo) map captures nuanced color variations typical of natural stone including subtle sediment layers and embedded mineral flecks. The Normal map encodes detailed surface micro-geometry highlighting fine grain textures and undulating surface relief that emphasize depth without overpowering the stylized look. Roughness is carefully balanced to simulate a stone floor that is neither overly polished nor flat matte offering a soft sheen that responds naturally to lighting conditions. The Metallic channel remains near zero to reflect the non-metallic nature of the stone while Ambient Occlusion enhances crevices and micro-cavities providing additional shading depth. Height and Displacement maps convey precise surface relief enabling advanced rendering effects such as parallax occlusion or tessellation which significantly boost visual fidelity in close-up views and interactive real-time workflows.
Rendered at up to 8K resolution this seamless PBR texture is optimized for high-quality architectural visualization projects and is fully compatible with major platforms including Blender Unreal Engine and Unity. Its consistent color response and gamma calibration ensure smooth integration into diverse production pipelines adapting well to both offline and real-time rendering workflows. For best results adjusting the UV scale is recommended to maintain natural grain proportions and avoid distortion while fine-tuning the roughness map can help tailor the surface finish to specific lighting environments or desired levels of wear. This flexibility allows artists and visualization professionals to achieve a perfect balance between stylized artistic expression and physical accuracy in their floor and ground surface designs.
Overall this stylized archviz floor ground stone Substance Designer texture delivers a versatile and realistic material solution for architectural visualizations. Its detailed composition high-resolution output and carefully engineered PBR channels enhance both the authenticity and visual interest of stylized environments. Whether used in real-time engines or offline renderers this texture provides a robust and practical foundation for creating compelling naturalistic stone floor surfaces that elevate the quality and realism of any project.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo → Base Color
roughness → Roughness
metallic → Metallic (for wood this often stays near 0)
normal → Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height → Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height → Height.
- 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:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
