This fine glazed ceramic tile texture seamless high resolution up to 8ktexture represents a meticulously crafted material surface inspired by traditional ceramic-tile compositions. The base substrate is composed of dense, fired clay minerals providing a solid, low-porosity foundation that ensures durability and minimal water absorption. The glaze layer, formed from a mixture of silica, fluxes, and colorants such as metal oxides, creates a smooth, glassy finish characteristic of glazed ceramics. This coating not only enhances aesthetic appeal with subtle color variations but also imparts a slightly reflective surface, typical of polished ceramic tiles. The texture’s fine grain orientation and uniform binder distribution lead to consistent visual detail, free from cracks or weathering effects, making it ideal for indoor and controlled-environment applications. The seamless design allows for flawless pattern repetition, preserving the tile’s integrity across large surfaces without visible borders or distortions.
Within physically based rendering (PBR) workflows, this tile texture excels through its carefully tuned channels. The BaseColor (Albedo) channel captures the rich, glazed ceramic hues and subtle pigment variations resulting from oxide layers in the glaze. The Normal map defines the delicate undulations and surface irregularities of the glaze, enhancing light interaction for realistic highlights and shadows. Roughness values are calibrated to reflect the semi-gloss finish typical of fine ceramic tiles, balancing specular reflections without appearing overly shiny. The Metallic channel is minimal, reflecting the non-metallic composition of ceramic materials, while the Ambient Occlusion map adds depth by simulating soft shadowing in crevices and grout lines. Height or Displacement maps enable subtle surface relief, useful for parallax effects or detailed close-ups, capturing the slight elevation differences between glazed surfaces and grout.
Designed to accelerate ceramic-tile workflows, this tileable fine glazed ceramic tile texture seamless high resolution up to 8k is optimized for real-time scenes and cinematic renders alike. It integrates seamlessly with Blender, Unity, and Unreal Engine, requiring minimal setup to achieve high-fidelity results. The extensive 8K resolution ensures crisp detail retention even on large-scale applications, making it suitable for architectural visualization, level dressing, and material studies. For best results, consider adjusting the UV scale to maintain tile proportions appropriate to your scene and subtly blend a light normal pass with ambient occlusion to enhance surface breakup without introducing harsh artifacts. This AI-generated ceramic-tile texture is a versatile, high-quality asset that enriches any 3D preview or rendering project with authentic glazed ceramic material characteristics.
The seamless fine glazed ceramic tile texture seamless high resolution up to 8k offers a highly detailed ceramic-tile textures appearance with AI-enhanced precision, ensuring an accurate PBR material composition.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
