Archviz Roof Substance Designer Terracotta Tiles — Seamless PBR Texture free download

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

Preview — Archviz Roof Substance Designer Terracotta Tiles — Seamless PBR Texture

IDarchviz-roof-substance-designer-terracotta-tiles-x2
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Roof Substance Designer Terracotta Tiles texture is expertly crafted to deliver a highly realistic and seamless PBR material tailored for architectural visualization game engines and both real-time and offline rendering workflows. The material authentically represents terracotta tiles which are traditionally composed of fired clay—a natural ceramic base rich in iron oxide minerals. This mineral content imparts the characteristic warm reddish-brown color that is synonymous with terracotta roofing. The ceramic substrate is bound by a vitrified clay matrix tightly holding mineral particles in place while allowing for subtle surface roughness and natural porosity. The texture’s surface finish reflects a slightly weathered yet durable tile with fine grain orientation and microscopic surface imperfections that simulate authentic aging and exposure to the elements enhancing the overall visual depth and realism of architectural roof models.

The PBR texture set includes all essential maps to fully capture the material’s physical characteristics. The BaseColor (Albedo) channel showcases the consistent earthy terracotta pigments with subtle natural color variations ideal for large-scale tiling while the Normal map reveals fine undulations and tile edges to improve light interaction and surface detail. The Roughness map accurately represents the semi-matte finish of outdoor ceramic tiles reflecting slight wear from weather exposure. The Metallic channel is kept minimal to zero accurately reflecting the non-metallic nature of fired clay tiles. Ambient Occlusion enhances depth perception by emphasizing crevices and tile overlaps and Height/Displacement maps provide realistic elevation differences that contribute to improved parallax effects and shading nuances. Offered in resolutions up to 8K this texture ensures crisp detail for both close-up renders and expansive roof surfaces making it suitable for use in Blender Unreal Engine and Unity with seamless integration and optimized performance.

When applying this terracotta tile texture it is recommended to carefully adjust the UV scale to preserve the natural proportions of the tiles and maintain material authenticity. Additionally fine-tuning the roughness values can simulate varying degrees of weathering or sun bleaching allowing for tailored visual effects that suit specific environmental conditions within your architectural scenes. This practical approach facilitates quicker look-development previews using the included base color swatch and supports efficient workflow integration across archviz and game visualization projects. This substance designer material strikes a balance between scientifically accurate material composition and rendering practicality offering a high-quality resource that enhances architectural roof visualizations with consistent natural color tones and physically accurate surface details.

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.