Stylized Archviz Floor Ground Stone Substance Designer — Seamless PBR Texture free download

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

Preview — Stylized Archviz Floor Ground Stone Substance Designer — Seamless PBR Texture

IDstylized-archviz-floor-ground-stone-substance-designer-x2
Stone
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This stylized archviz floor ground stone texture is expertly crafted in Substance Designer to replicate a natural stone substrate with exceptional detail and realism. The base material simulates a mineral-rich composition featuring finely distributed particulate aggregates and subtle grain orientation that reflect natural geological processes. These mineral grains are tightly bound within a stable weather-resistant matrix producing a surface that exhibits moderate porosity and authentic weathering effects typical of ground stone. The overall finish is matte with a slightly worn appearance avoiding gloss while maintaining a tactile sense of roughness and depth. Coloration is derived from earth-toned mineral oxides resulting in consistent warm hues that respond naturally to varied lighting environments making this texture perfectly suited for both floor and wall surfaces in architectural visualization and game development projects.

Each PBR channel is designed to convey the intricate physical and visual characteristics of this stone material accurately. The BaseColor (Albedo) map highlights the natural earthy pigments with subtle variations that mimic mineral deposits and surface imperfections. The Normal map emphasizes micro-roughness and grain orientation enhancing surface detail and realism by simulating fine irregularities. Roughness values are carefully calibrated to maintain a balanced matte finish without unwanted specular highlights while the Metallic channel remains neutral to reinforce the non-metallic nature of the stone substrate. Ambient Occlusion adds perceptual depth by accentuating crevices and surface undulations and the Height/Displacement map provides realistic relief ideal for use with parallax occlusion or tessellation techniques to enhance the three-dimensional feel in high-fidelity renders.

Rendered at resolutions up to 8K this seamless texture ensures crisp detail and consistent color fidelity even when tiled across large surfaces supporting high-end architectural visualization and immersive game environments. It integrates seamlessly with popular rendering platforms such as Blender Unreal Engine and Unity facilitating both real-time and offline physically based rendering workflows. For optimal results it is recommended to carefully adjust UV scaling to minimize repetition artifacts and to fine-tune roughness settings to suit the specific flooring or wall finish desired. This refined approach guarantees versatility and quality making this stylized archviz floor ground stone substance texture an excellent choice for realistic and visually compelling surface applications.

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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