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

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

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

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

This stylized archviz rock texture is expertly crafted by a substance designer to authentically emulate the intricate appearance of natural stone with a particular focus on weathered sedimentary rocks. The base substrate features a carefully engineered mineral composition blending fine aggregates with a subtle grain orientation that convincingly replicates the characteristic porosity and surface irregularities of aged stone. The material’s surface finish is designed to reveal a gently brushed matte quality enhanced by slight micro-roughness that evokes the natural wear and mineral deposits accumulated over time. Earthy colorants are achieved through layered oxide pigments creating a consistent yet subtly varied palette that adds depth and realism to the stone’s overall visual impact. This thoughtful combination of mineral components and surface treatment ensures the texture’s suitability for architectural visualization projects requiring stylized but believable stone elements with a natural aesthetic.

Rendered as a seamless PBR texture set at resolutions up to 8K this rock texture supports advanced physically based rendering workflows across both real-time and offline engines including Blender Unreal Engine and Unity. The texture channels include BaseColor/Albedo maps that deliver naturally rich color variations derived from the layered pigment composition. Detailed Normal maps simulate fine surface details and the grain direction inherent in the mineral aggregates while Roughness maps define the soft matte finish with subtle weathered characteristics. Metallic values are deliberately kept low to accurately represent the non-metallic qualities of stone. Ambient Occlusion maps emphasize crevices and depressions enhancing depth perception and Height/Displacement maps provide dimensional relief improving parallax and surface realism under varied lighting conditions. Together these channels create a cohesive material response that ensures consistent color fidelity and lifelike interaction with light.

To achieve the best visual results and maximize the authenticity of this stylized stone texture it is recommended to carefully adjust the UV scale to maintain seamless natural tiling particularly on broad architectural surfaces where repetition can become noticeable. Additionally fine-tuning the roughness values allows users to strike a balance between freshly exposed stone and naturally weathered rock appearances adapting the material’s finish to different environmental lighting scenarios. Ensuring proper color space and gamma alignment within your rendering pipeline will help preserve the texture’s intended look and subtle tonal variations. This versatile and high-fidelity texture set offers a reliable solution for enhancing architectural visualization natural rock formations and stylized stone elements seamlessly integrating into diverse creative workflows and rendering engines.

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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