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

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

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

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

This Archviz Pebbles Rock Rocks Stone Substance Designer texture presents a meticulously engineered seamless PBR material designed to authentically replicate the complex composition and surface characteristics of natural stone embedded with small rounded pebbles. The base substrate simulates a fine mineral matrix acting as a stable sedimentary binder that holds the pebbles firmly within an organic aggregate structure. This composition exhibits natural porosity and subtle weathering effects reflecting the intricate interplay between mineral grains and sedimentary adhesives. The surface finish balances between slightly polished pebbles and matte mineral areas capturing a tactile realism ideal for detailed architectural visualization projects particularly on walls and outdoor stone surfaces that demand natural variation and high fidelity.

Coloration within this texture relies on a consistent palette of earthy tones accented by mineral inclusions and oxide layers which introduce subtle natural color gradations. These pigments and oxide films contribute to the authentic appearance of the stone enriching its visual complexity. The PBR workflow integrates multiple texture channels to convey this realism: the BaseColor (Albedo) map delivers accurate diffuse color without baked lighting; the Normal map accentuates the rounded contours of individual pebbles and the fine grain orientation of the mineral substrate; the Roughness map differentiates surface finishes ranging from smoother pebbles to rougher matrix areas facilitating realistic light scattering and reflections. The Metallic channel remains minimal as expected for natural stone while the Ambient Occlusion map enhances depth perception by simulating shadowing in crevices between pebbles. Height and Displacement maps provide precise surface relief for advanced rendering techniques like parallax occlusion or tessellation adding convincing dimensionality in both real-time and offline engines.

Optimized for resolutions up to 8K this high-quality Substance Designer texture is fully compatible with leading 3D platforms including Blender Unreal Engine and Unity supporting a wide range of rendering workflows from game development to professional archviz. For best results it is recommended to carefully adjust the UV scale to maintain the proportional size of pebbles relative to the scene ensuring the texture’s natural detail remains consistent. Additionally fine-tuning roughness values allows for tailored surface reflectivity to match specific lighting conditions enhancing the interplay between glossy pebbles and matte mineral areas. This approach maximizes visual authenticity and performance efficiency making the material ideal for realistic stone wall surfaces and complex architectural visualizations that require detailed natural 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.