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
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless ceramic floor texture is expertly designed to replicate the intricate material characteristics of high-quality flooring commonly used in architectural visualization (archviz) projects. The base substrate is composed of a fine-grained ceramic mineral matrix where carefully balanced binders hold the tile components firmly together creating a durable and smooth surface. This composition results in a subtle matte finish that reflects a slight sheen typical of well-crafted ceramic tiles. The texture captures natural variations within the ceramic tiles including gentle color shifts and mild surface porosity adding realistic complexity without compromising the uniformity essential for large-scale flooring surfaces. The coloration is developed through a combination of mineral pigments and oxide layers achieving an authentic and consistent base color that interacts naturally with lighting in various rendering environments.

Rendered entirely in Substance Designer this physically based rendering (PBR) material accurately represents the ceramic flooring’s physical and compositional properties across all essential texture maps. The BaseColor (Albedo) channel conveys the true ceramic hues and subtle tonal differences seen in real tiles. The Normal map emphasizes fine surface details such as tile edges slight grain orientation and subtle surface undulations enhancing the tactile realism. Roughness defines the semi-matte surface finish carefully balancing reflectivity to simulate a polished but not glossy ceramic ground. The Metallic map remains black reflecting the non-metallic nature of ceramic materials. Ambient Occlusion adds depth by accentuating shadows in tile joints and surface crevices while the Height/Displacement map delivers realistic surface relief suitable for advanced displacement or parallax effects.

With resolution options up to 8K this ceramic floor flooring texture ensures exceptional clarity and detail for large-scale tiling making it an excellent choice for integration into Blender Unreal Engine Unity and other physically based rendering workflows. Its seamless design and accurate color space calibration support consistent results across architectural visualization and game engine projects. For practical use adjusting the UV scale to accurately fit architectural floor dimensions and fine-tuning the roughness parameter can optimize visual realism and performance especially in close-up renders or extensive flooring environments.

This high-quality ceramic flooring ground texture not only enhances the realism of archviz projects but also provides a versatile and reliable surface material for game developers and 3D artists. By capturing the subtle complexities of mineral composition binders surface finish and natural tile variation it offers a comprehensive solution for realistic ceramic tile surfaces with minimal setup ensuring smooth integration into any physically based rendering pipeline.

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.