Archviz Ceramic Floor Flooring Geometric Ground Old — Seamless PBR Texture free download

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

Preview — Archviz Ceramic Floor Flooring Geometric Ground Old — Seamless PBR Texture

IDarchviz-ceramic-floor-flooring-geometric-ground-old
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture showcases an old ceramic floor surface defined by a distinctive geometric tile pattern making it an excellent choice for architectural visualization (archviz) game engines and diverse rendering workflows. The material base replicates traditional ceramic primarily composed of finely ground mineral clays combined with natural binders and subtle pigments. These pigments derived from oxide layers and earthy colorants lend the flooring its authentic timeworn appearance marked by warm muted tones and delicate color variations. The surface finish is matte with slight wear reflecting years of natural weathering and consistent foot traffic. This effect softens light reflections while preserving the sharp geometry of each tile. Porosity is low yet noticeable contributing subtle micro-roughness that enhances realism in physically based rendering pipelines by simulating the natural absorption and scattering of light on ceramic surfaces.

The texture set includes all essential PBR channels optimized for high performance in Blender Unreal Engine and Unity supporting resolutions up to 8K to ensure fine detail even when viewed up close or tiled extensively across large ground areas. The BaseColor (Albedo) map captures the authentic pigments and oxide layers that define the ceramic’s aged colors. The Normal and Height (Displacement) maps emphasize the subtle surface relief highlighting grout lines and tile edges without adding excessive geometry which helps maintain efficient rendering. Roughness maps accurately portray the slightly worn matte finish balancing areas of soft reflection with rougher patches to simulate realistic light scattering. The Ambient Occlusion channel enhances natural shadowing around tile joints and crevices grounding the tiles visually. The Metallic channel is minimal to nonexistent consistent with ceramic materials that inherently lack metallic properties.

When integrating this geometric ceramic flooring texture into your project careful UV scaling is crucial to maintain the proportional integrity of the tile pattern relative to the scene scale preventing unnatural repetition or distortion. Adjusting roughness values can further refine the surface’s interaction with light allowing you to simulate varying degrees of wear or environmental effects particularly useful in real-time engines. This texture provides substance designers and visualization artists with a dependable high-quality base that authentically represents old ceramic ground surfaces fitting seamlessly into physically based rendering workflows and ensuring consistent color fidelity and natural appearance across multiple rendering platforms and environments.

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.