Archviz Ceramic Floor Flooring Ground Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Ceramic Floor Flooring Ground Substance Designer — Seamless PBR Texture

IDarchviz-ceramic-floor-flooring-ground-substance-designer-x2
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Ceramic Floor Flooring Ground Substance Designer seamless PBR texture is expertly designed to replicate the intricate materials and composition of authentic ceramic tiles commonly used in architectural visualization and game environments. The base substrate mimics a dense fired ceramic mineral matrix formed by finely ground clays and mineral binders producing a hard durable surface ideal for realistic floor and ground applications. This texture captures subtle variations in grain orientation and porosity reflecting the natural micro-cracks and surface irregularities characteristic of ceramic flooring. Its surface finish balances a polished glaze with matte areas enhancing the natural reflectivity and tactile quality of the ceramic while preserving its realistic worn texture. Carefully calibrated oxide layers and pigments provide a consistent warm neutral tone ensuring the color remains faithful and visually appealing under diverse lighting conditions.

This high-resolution 8K seamless texture set includes all essential PBR maps necessary to accurately reproduce the physical properties of ceramic flooring across various rendering workflows. The BaseColor (Albedo) map delivers precise color and pigment distribution without baked-in lighting while the Normal map encodes fine surface details such as tile edges and subtle relief adding realism without additional geometry. The Roughness map controls surface glossiness calibrated to create a semi-polished finish that naturally interacts with light sources. The Metallic channel is neutral to reflect the non-metallic nature of ceramic and Ambient Occlusion highlights small crevices and grout lines enhancing depth perception. Finally the Height/Displacement map enables realistic parallax and depth effects lending dimensionality to tile joints and surface undulations for improved visual fidelity.

Optimized for seamless tiling this ceramic floor texture is ideal for large-scale ground and flooring projects in archviz as well as real-time engines like Unreal Engine and Unity and offline renderers such as Blender Cycles and Arnold. To achieve the best results it is recommended to carefully adjust the UV scale to match your scene’s tile dimensions and fine-tune the roughness parameter to balance gloss and diffusion according to your lighting environment. This approach ensures the ceramic flooring integrates naturally with surrounding materials and lighting setups maintaining physical accuracy and consistent visual quality. With meticulous attention to color space and gamma settings this texture set provides seamless compatibility and reliable performance across your architectural visualization and game development workflows.

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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