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

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

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

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

This Archviz Rocks Stone Substance Designer Wall texture is a meticulously crafted PBR material purpose-built for architectural visualization and real-time rendering workflows. The base substrate consists of tightly bound natural mineral aggregates embedded within a stable matrix accurately reflecting the authentic geological compositions typical of real stone formations. Fine mineral grains and subtle fibrous inclusions combine to create a porous tactile surface that enhances the overall realism of the texture. Thoughtfully integrated natural weathering effects simulate the gradual erosion and exposure experienced by outdoor stone walls adding depth and complexity. The surface finish strikes a balance between matte and nuanced roughness variations capturing the aged weather-beaten character of stone while mineral oxide-based colorants provide consistent natural hues that avoid artificial uniformity across the wall surface.

From a materials perspective this texture’s PBR channel maps are expertly developed to convey the authenticity and versatility required in demanding archviz projects. The BaseColor map showcases a true-to-life stone palette with natural pigment variations that reflect subtle geological differences. The Normal map reveals intricate grain orientations and surface irregularities faithfully representing the fine details of rock surfaces. The Roughness channel modulates smoothly between coarser and more polished areas simulating the interaction of light with weathered and less weathered stone. Metallic values remain minimal to maintain the organic non-metallic essence of natural rock. Ambient Occlusion enhances shadowed crevices boosting spatial depth while the Height/Displacement map introduces subtle volumetric relief increasing realism under various rendering engines. This comprehensive texture set is optimized up to 8K resolution ensuring crisp detail and seamless integration with leading platforms such as Blender Unreal Engine and Unity.

For optimal results it is important to adjust UV scaling carefully to preserve the natural tiling of the stone wall texture and prevent visible repetition on larger surfaces. Additionally fine-tuning the roughness channel allows customization of how the material interacts with scene lighting enabling tailored reflectivity that matches specific environmental conditions or artistic intentions. The texture is designed to seamlessly fit within your project’s color space and gamma settings delivering consistent high-quality results across diverse rendering workflows. Its detailed material composition and precise design make this substance an ideal resource for achieving enhanced authenticity and visual impact in stone surfaces within both real-time engines and offline renderers.

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.


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