Archviz Dirt Floor Ground Pebbles Rocks Stone — Seamless PBR Texture free download

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

Preview — Archviz Dirt Floor Ground Pebbles Rocks Stone — Seamless PBR Texture

IDarchviz-dirt-floor-ground-pebbles-rocks-stone
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture offers a highly detailed and naturalistic representation of a dirt floor ground surface expertly crafted for architectural visualization (archviz) and game environments. The material’s foundation is primarily composed of compacted earth enriched with a carefully balanced mixture of fine soil particles and organic clay binders ensuring a stable yet porous substrate. Embedded within this base are mineral aggregates including quartz and feldspar pebbles along with scattered weathered stones and irregular rock fragments which contribute to the surface’s rugged authenticity. Over time environmental weathering has softened the edges of these stones and pebbles creating a subtle matte finish that preserves the tactile complexity and natural porosity typical of outdoor ground surfaces. The color palette combines warm earth tones with muted gray and beige hues derived from iron oxide layers delivering a consistent and visually rich stone and dirt appearance without artificial or harsh contrasts.

In Substance Designer this texture’s physical and visual properties are meticulously encoded across multiple PBR channels to enhance realism and facilitate seamless integration into rendering workflows. The BaseColor (Albedo) channel captures nuanced color variations blending warm dirt hues with cooler gray and beige tones of the embedded stones and pebbles. The Normal map emphasizes the fine grain orientation and relief of the surface highlighting the embedded rocks and subtle soil granularity. Roughness values are carefully calibrated to simulate the predominantly matte diffuse nature of the dirt floor with slightly lower roughness on the smoother stone surfaces and higher roughness on the finer soil areas. The Metallic channel remains near zero consistent with the non-metallic composition of natural earth and stone materials. Ambient Occlusion increases shadow depth around clustered rocks and crevices adding dimensionality while the Height (Displacement) map provides accurate surface elevation details suited for parallax and displacement mapping in advanced rendering engines.

Optimized for up to 8K resolution this texture ensures exceptional detail fidelity for close-up architectural renders and large-scale tiling with no visible repetition or artifacts. It is fully compatible with popular platforms such as Blender Unreal Engine and Unity supporting physically based rendering workflows and enhancing realism in diverse outdoor ground surfaces. For best practical results adjusting the UV scale to balance detail density according to scene scale is recommended alongside fine-tuning roughness parameters within shader settings to simulate varying moisture levels or wear on the dirt floor surface. This approach guarantees a natural consistent and immersive appearance across architectural and game design projects requiring authentic dirt floor ground pebbles rocks and stone textures.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.