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

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

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

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

This Archviz Dirt Floor Ground Mud Pebbles Rocks seamless PBR texture is expertly crafted to replicate a natural outdoor substrate composed predominantly of compacted earth moist mud and a diverse assortment of small rounded stones and weathered rocks. The base material consists of an organic soil blend enriched with mineral deposits combining fine-grained dirt particles and coarse aggregates such as granular rock fragments and worn stones. This composition results in a highly realistic ground surface exhibiting varied porosity and subtle moisture retention which is visually conveyed through the texture’s slightly damp rough and tactile finish. The surface balances the natural wetness typical of mud with the ruggedness of mineral particles delivering an authentic interaction between soil stone and pebbles that enhances architectural visualization and game environments alike.

The material’s intricate details are mapped across all essential PBR channels to support physically based rendering workflows with maximum realism. The BaseColor (Albedo) map captures the natural earth tones ranging from muted brown soil hues to grayish and ochre pigments found in stone and mineral layers accurately reflecting oxide variations in the ground substance. The Normal map reveals detailed surface relief illustrating the bumps of pebbles mud cracks and subtle soil granularity. Roughness defines the surface reflectivity distinguishing between glossy wet mud patches and matte dry stone areas while the Metallic channel remains neutral to emphasize the purely organic non-metallic nature of the texture. Ambient Occlusion adds depth by shading crevices beneath stones and soil depressions and the Height/Displacement map enables precise terrain modeling ideal for enhancing realism in both real-time engines and offline renderers. All maps are seamless color-consistent and provided in up to 8K resolution for crisp detailed close-up renders.

This texture is optimized for use across leading platforms such as Blender Unreal Engine and Unity making it a versatile choice for designers seeking highly realistic dirt floor ground and mud surfaces with pebbles and rocks. To achieve the best visual results it is recommended to carefully adjust the UV scale to avoid visible tiling on expansive surfaces and fine-tune the roughness parameters to create a balanced interplay between wet and dry zones. This approach ensures a convincing portrayal of outdoor environments where soil stone and mud coexist naturally under varied lighting conditions significantly enhancing the authenticity and detail of architectural and game scenes.

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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