Stylized Archviz Ground Handpainted Rocks Stone Substance — Seamless PBR Texture free download

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

Preview — Stylized Archviz Ground Handpainted Rocks Stone Substance — Seamless PBR Texture

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

This stylized archviz ground handpainted rocks stone substance texture is expertly crafted to replicate the complex composition of naturally weathered stone surfaces found in architectural environments. The material’s base substrate simulates a fine-grained mineral-rich earthy matrix that binds together coarse-grained sedimentary rock aggregates creating a subtly porous and cemented structure typical of aged outdoor stone formations. The surface finish is carefully designed to convey a matte gently worn appearance with soft edge weathering reflecting the tactile qualities of handpainted rocks scattered across ground planes in architectural visualization. Warm gray-brown pigments combined with layered oxide tones produce naturalistic color variation enhancing the texture’s stylized yet realistic visual appeal for versatile design applications.

Within the physically based rendering (PBR) workflow this comprehensive seamless texture set includes all essential channels to achieve photorealistic results and seamless integration. The BaseColor (albedo) map communicates the nuanced distribution of pigments oxide layers and soil blends that define the stone’s authentic coloration. The Normal map captures fine surface details and grain orientation enhancing light interaction and depth perception to accentuate the material’s subtle relief. Roughness controls moderate reflectivity variations reproducing the weathered matte finish characteristic of natural stone while the Metallic channel is consistently set to zero reflecting the non-metallic nature of the stone substrate. Ambient Occlusion deepens shadows within crevices for enhanced three-dimensionality and the Height (displacement) map adds micro-relief and porous texture contributing to an immersive tactile experience. Together these channels ensure compatibility and high visual fidelity across real-time engines like Unreal Engine and Unity as well as offline renderers such as Blender’s Cycles and Eevee.

Rendered at up to 8K resolution this seamless handpainted stone texture supports large-scale tiling without visible repetition or color shifting making it ideal for expansive ground surfaces in archviz scenes game environments and architectural visualizations. The balance between stylized artistry and natural material accuracy allows designers to maintain creative control while preserving authentic surface qualities. For optimal results it is recommended to carefully adjust the UV scale to match the desired size of stone aggregates in your scene and fine-tune roughness values to respond naturally under various lighting conditions ensuring the texture’s material properties remain convincing in both direct and ambient illumination scenarios.

This stylized archviz ground handpainted rocks stone substance material offers designers a meticulously detailed versatile asset that elevates visual storytelling through realistic yet artistically refined surface detail. Its seamless integration and full PBR channel support streamline workflow across multiple platforms providing consistent quality and enhanced realism for architectural visualization game design and environmental creation projects.

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.