Archviz Floor Ground Substance Designer Terracotta Tiles — Seamless PBR Texture free download

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

Preview — Archviz Floor Ground Substance Designer Terracotta Tiles — Seamless PBR Texture

IDarchviz-floor-ground-substance-designer-terracotta-tiles-x3
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Floor Ground Substance Designer Terracotta Tiles texture embodies a carefully crafted material inspired by traditional terracotta composed primarily of fired clay minerals enriched with natural oxide pigments that create its signature warm earthy reddish-brown hues. The tile’s base substrate reveals subtle porosity and a fine grain orientation reflecting genuine ceramic craftsmanship. Slight weathering effects and surface imperfections add depth and authenticity while the finish balances a soft matte appearance with delicate surface roughness typical of hand-pressed terracotta tiles. This natural composition highlights the organic qualities of terracotta making it ideal for realistic floor and ground visualizations in architectural design.

Developed explicitly for physically based rendering workflows this seamless and tileable texture pack includes all essential PBR maps: BaseColor (Albedo) Normal Roughness Metallic Ambient Occlusion and Height/Displacement. The BaseColor map captures the natural mineral pigment variations and oxide layers that provide the tile’s characteristic color. The Normal map simulates the fine surface irregularities gentle porosity and edge wear enhancing the ceramic tile’s tactile quality. The Roughness channel defines a balanced semi-matte finish avoiding any unnatural glossiness while the Metallic map remains close to zero consistent with the non-metallic ceramic nature of terracotta. Ambient Occlusion subtly enhances crevices and grout lines adding realistic shadowing and the Height map supports depth and parallax effects greatly improving realism in both real-time engines and offline renderers.

Rendered at a high 8K resolution this texture is optimized for detailed archviz scenes and seamlessly integrates with popular platforms such as Blender Unreal Engine and Unity supporting versatile look development and game environments. The texture maintains consistent color response across all channels allowing for large-scale tiling on floors and ground surfaces without noticeable repetition. For enhanced realism adjusting the UV scale controls the perceived tile size relative to the scene while fine-tuning the roughness values enables subtle shifts between brushed and more polished terracotta finishes adapting to various lighting conditions and visualization needs.

Designed with quality and authenticity in mind this terracotta tile surface texture fits effortlessly into any rendering or visualization pipeline requiring natural physically accurate floor and ground materials. Its integration within Substance Designer workflows ensures precise control and flexibility making it a valuable resource for archviz game development and real-time visualization projects demanding genuine terracotta tile aesthetics combined with the fine detail and realism achievable through advanced PBR textures.

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.