Archviz Rock Rocks Stone Substance Designer Wall — Seamless PBR Texture free download

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

Preview — Archviz Rock Rocks Stone Substance Designer Wall — Seamless PBR Texture

IDarchviz-rock-rocks-stone-substance-designer-wall
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Rock Rocks Stone Substance Designer Wall texture is expertly crafted to emulate the intricate material composition and surface qualities of natural stone walls commonly found in architectural visualization projects. The base substrate represents a rugged mineral rock characterized by a heterogeneous grain orientation which contributes to its authentic and uneven texture. Embedded within the stone are subtle mineral inclusions and moderate porosity that add tactile complexity and visual interest. The surface finish is matte and slightly weathered showcasing earth-toned pigments and oxide layers that produce a harmonious blend of neutral-to-warm hues enhancing the texture's natural appearance while fitting seamlessly into diverse scene environments.

Each PBR channel in this texture is precisely designed to convey the physical attributes necessary for realistic rendering. The BaseColor (Albedo) map captures the stone’s natural coloration and gentle mineral staining providing a true-to-life visual foundation. The Normal map details surface irregularities and grain structure essential for realistic light interaction and depth perception. Roughness values are calibrated to simulate a subtly coarse non-glossy finish while the Metallic channel remains near zero accurately reflecting the stone’s non-metallic nature. Ambient Occlusion enhances shadowing within crevices and around mineral aggregates increasing visual depth. Height and Displacement maps introduce volumetric depth and parallax effects which are particularly effective in close-up architectural views and dynamic lighting setups. Rendered at an impressive 8K resolution this seamless texture ensures exceptional clarity and detail allowing large-scale tiling without visible repetition or degradation making it ideal for use in Blender Unreal Engine Unity and other real-time or offline rendering pipelines.

Designed for seamless integration into Substance Designer workflows this texture maintains consistent gamma correction and color response to align with your project’s color space requirements. To achieve optimal visual results it is recommended to adjust the UV scale to balance tiling frequency relative to your scene dimensions preventing texture stretching or repetitive patterns. Additionally fine-tuning roughness values can simulate varying degrees of material aging and weathering while utilizing the height map for parallax occlusion or displacement mapping adds authentic depth and dimensionality to vertical stone walls. This professionally crafted PBR texture offers a versatile and reliable resource for achieving lifelike stone surfaces with natural mineral complexity subtle weathering and realistic depth in architectural visualization and game environments.

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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