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

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

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

IDarchviz-rock-rocks-stone-substance-designer-x4
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Rock Rocks Stone Substance Designer seamless PBR texture is meticulously crafted to replicate the intricate composition and authentic characteristics of natural stone surfaces making it an exceptional material for architectural visualization projects. At its core the base substrate simulates a mineral-rich rock formation composed of finely detailed aggregates and carefully oriented grains that evoke genuine geological patterns. Subtle porosity and light weathering effects are integrated to mirror surface imperfections commonly found in real stone while the finish blends a slightly rough matte texture with sporadic polished patches enhancing the overall visual realism. Colorants are layered through natural pigments and oxide mineral deposits delivering a consistent and natural color response that enriches the stone’s appearance across the entire texture perfectly capturing the nuance of rock surfaces in various lighting conditions.

The material’s complex natural features are expertly translated into a comprehensive PBR workflow ensuring realistic shading and depth. The BaseColor (Albedo) map captures the nuanced hues and subtle color variations inherent in stone while the Normal map emphasizes the rugged grain and intricate surface depth for tactile authenticity. Roughness and Ambient Occlusion maps define how light interacts with the uneven surface highlighting subtle weathering and textural complexity. The Height (Displacement) map enhances depth perception and surface relief in 3D environments creating a convincing sense of dimensionality. Consistent with typical stone materials the Metallic channel remains non-reflective preserving the earthy natural look. This texture is designed for seamless tiling at resolutions up to 8K making it suitable for detailed close-ups and expansive architectural scenes alike.

Optimized for compatibility with physically based rendering engines such as Blender’s Cycles Unreal Engine and Unity this texture provides reliable and consistent color and lighting response across diverse environments. The complete set of essential PBR maps enables artists to quickly achieve a natural stone appearance with minimal setup. For best results adjusting the UV scale is recommended to maintain realistic stone grain size and avoid visible repetition in large scenes. Additionally fine-tuning the roughness parameter allows customization of the surface finish ranging from weathered matte to subtly polished effects adapting the material to various architectural styles and lighting conditions. This texture offers a versatile high-quality solution for those seeking authentic rock stone and rock surface materials in archviz workflows.

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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