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

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

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

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

This Archviz Floor Ground Substance Designer Tiles Timber texture features a meticulously crafted base substrate of natural wood capturing the authentic character and warmth of timber used in architectural visualization. The material highlights the organic grain orientation and fiber patterns intrinsic to wood offering a rich visual depth with subtle variations in porosity and natural weathering effects. The surface finish is gently polished yet retains a slightly brushed texture preserving the tactile feel of wood’s natural surface irregularities and enhancing the realistic appearance of these timber tiles. Colorants such as natural pigments and layered dyes contribute to a consistent yet dynamic color response avoiding artificial uniformity while maintaining a balanced tone that complements both interior and exterior visualizations of floors and ground coverings.

Designed for physically based rendering workflows this seamless PBR timber texture set includes comprehensive maps essential for realistic material representation. The BaseColor (Albedo) channel reveals the rich timber hues and subtle color shifts inherent to wood while the Normal map captures fine grain details and surface relief that contribute to tactile authenticity. The Roughness map controls the semi-matte finish balancing gentle reflections without introducing glossiness and the Metallic channel remains at zero to accurately represent the non-metallic nature of natural timber. Ambient Occlusion enhances depth by simulating soft shadows within grain crevices and the Height (Displacement) map adds realistic surface undulations that improve parallax effects in real-time engines and offline rendering. Together these channels create a harmonious tileable material ideal for extensive floor and ground surfaces in archviz projects.

Prepared at up to 8K resolution this Substance Designer texture ensures exceptional detail fidelity and smooth scalability across diverse platforms including Blender Unreal Engine and Unity. The color space and gamma calibration promote seamless integration into a variety of rendering workflows though fine-tuning UV scale is recommended to avoid repetitive patterns and preserve natural wood grain detail. Additionally adjusting the roughness map to suit specific lighting environments can enhance the wood’s surface realism making these timber tiles adaptable for both game development and high-end architectural visualization. This texture exemplifies a high-quality physically based timber material that brings organic complexity subtle imperfections and consistent color response to any floor or ground surface application.

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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