Geometric Terracotta Tile Texture free download

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

Preview — Geometric Terracotta Tile Texture

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

This Geometric Terracotta Tile Texture presents a seamless high-resolution 8K surface that captures the intricate beauty and warmth of terracotta flooring and wall tiles. The base substrate is crafted from fired clay a natural ceramic material known for its porous and slightly rough texture. This fired clay base is rich in mineral variations and grain orientation which the texture faithfully reproduces reflecting the authentic formation process of terracotta. The tiles themselves display a geometric pattern meticulously arranged in repeating blocks showcasing subtle weathering effects such as fine cracks and surface imperfections that lend depth and realism. Earthy pigments derived from iron oxide layers imbue the tiles with warm reddish and orange hues typical of traditional terracotta while a matte finish enhances the rustic handcrafted feel that is characteristic of natural ceramic surfaces.

The material properties are expertly represented across all PBR channels for maximum realism in digital renders. The BaseColor channel emphasizes the natural pigment variations and soft shading found in terracotta tiles while the Normal map reveals the detailed geometric relief and subtle surface undulations. Roughness captures the slightly coarse unpolished finish typical of fired clay ensuring a natural non-reflective appearance and the Metallic channel remains minimal to reflect the non-metallic nature of ceramic materials. Ambient Occlusion enhances the depth around tile joints and edges adding dimensionality to floors and walls while the Height/Displacement map accentuates tile relief and grout lines especially when used with displacement or parallax shaders. This texture’s seamless tiling and high fidelity make it ideal for architectural visualization in Blender Unreal Engine and Unity whether applied to expansive ground floors feature walls or exterior surfaces.

For practical use adjusting the UV scale is recommended to achieve the desired tile size in your scene ensuring the geometric pattern complements your design’s scale and perspective. Additionally fine-tuning the roughness parameter can help balance surface reflectivity under different lighting conditions enhancing the natural feel of the terracotta material. Utilizing the height or displacement maps with compatible shaders further enriches the tactile quality of both flooring and wall surfaces making this texture a versatile and authentic feature for various interior and exterior architectural projects. Its blend of traditional ceramic material characteristics with modern PBR technology ensures a richly detailed natural surface ideal for creative digital archviz designs and realistic renders.

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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