Archviz Ground Rock Rocks Stone Floor Substance — Seamless PBR Texture free download

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

Preview — Archviz Ground Rock Rocks Stone Floor Substance — Seamless PBR Texture

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

This Archviz Ground Rock Rocks Stone Floor Substance texture is expertly crafted as a seamless physically based rendering (PBR) material designed specifically for architectural visualization game engines and both real-time and offline rendering workflows. The base substrate consists of coarse mineral aggregates naturally bound by subtle silicate adhesives forming a solid and authentic stone foundation. The texture showcases varied grain orientations and sporadic microfractures which together create a highly realistic weathered ground surface that accurately captures the tactile qualities of natural stone flooring. Its slightly porous finish with sporadic roughness reflects nuanced wear patterns commonly seen in both exterior and interior architectural floors. Carefully balanced earth-toned pigments and layered oxide deposits provide true-to-life coloration that remains consistent across all rendering channels enhancing the material’s natural look and feel.

This high-quality substance set includes a complete collection of essential PBR maps at an impressive 8K resolution ensuring exceptional detail and clarity. The BaseColor (Albedo) map reveals subtle mineral inclusions and gentle color variations that bring the stone floor to life while the Normal map simulates fine cracks uneven grain and surface relief to add depth and realism. The Roughness channel expertly captures the interplay between matte and semi-glossy areas reflecting the weathered and aged characteristics of the rock surface. The Metallic channel remains low to zero preserving the natural non-metallic stone appearance. Ambient Occlusion enhances depth perception by shading crevices and grain edges and the Height/Displacement maps provide precise surface relief for advanced parallax and displacement rendering techniques. This comprehensive set is fully compatible with popular platforms such as Blender Unreal Engine and Unity making it a versatile and reliable resource for designers seeking realistic stone floor materials.

For optimal results it is recommended to carefully adjust the UV scale to prevent visible repetition artifacts when tiling this large-scale ground rock texture. Additionally fine-tuning the roughness channel allows designers to simulate a variety of stone finishes from freshly quarried to naturally weathered surfaces thereby enhancing visual authenticity. This seamless stone floor substance integrates smoothly into your project’s color space and gamma settings providing a dependable and high-quality base layer for quick look development and detailed architectural visualization workflows. Whether used in archviz or game design this material offers a natural expertly crafted solution for realistic ground rock and stone floor surfaces.

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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