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

This Archviz Roof Substance Designer Terracotta Tiles texture is a meticulously crafted seamless PBR material created specifically for photorealistic architectural visualization projects. It authentically mimics the natural composition of traditional terracotta roofing tiles which are typically made from fired clay—a ceramic mineral base—combined with natural iron oxide pigments responsible for the distinctive warm reddish-brown color. This texture captures the slightly porous and weathered surface characteristics of terracotta reflecting years of exposure to environmental elements through subtle variations in roughness and micro surface details. The fine grain orientation and micro-aggregates inherent to handmade terracotta tiles are preserved while the underlying ceramic binder effectively simulates the durable matrix that holds these tiles together. The surface finish is matte with a soft natural roughness that prevents unwanted gloss accurately representing unglazed time-worn terracotta roofs commonly seen in architectural visualizations.

Optimized for physically based rendering workflows this high-resolution texture set includes a full suite of PBR maps designed for large-scale tiling up to 8K resolution providing exceptional detail and realism. The BaseColor (Albedo) channel delivers consistent terracotta hues with natural pigment variation while the Normal map captures intricate tile edges and subtle surface relief to enhance the three-dimensional feel. The Roughness map balances smooth and rough areas reflecting the authentic uneven surface finish of aged ceramic tiles. Since terracotta is non-metallic the Metallic map is set to zero ensuring accurate light interaction without metallic reflections. The Ambient Occlusion map adds soft shadows in crevices and overlaps reinforcing the depth and realism of tiled roof patterns. Height or Displacement maps supply fine elevation details suitable for parallax or tessellation effects emphasizing the layered structure and tactile texture of the tiles. This material is fully compatible with Blender Unreal Engine and Unity making it ideal for both real-time and offline rendering pipelines in archviz architectural visualization and game development.

For optimal integration it is recommended to carefully adjust the UV scale to correspond with the specific roof dimensions as terracotta tiles exhibit distinct repetitive patterns that can become apparent if not properly scaled. Additionally tuning the roughness values allows simulation of different weathering stages—from freshly installed tiles with a cleaner more uniform finish to aged roofs displaying increased surface wear and texture variation. This adaptability ensures the texture fits naturally into any architectural scene or game environment while maintaining consistent color response and realistic material behavior. Overall this substance designer terracotta tile texture provides a reliable versatile solution for professionals seeking authentic roof materials that enhance the visual fidelity of their archviz projects.

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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