The matte glazed ceramic tile texture seamless high resolution up to 8k is a premium digital material expertly designed to replicate the authentic characteristics of ceramic-tile textures with exceptional detail and realism. This texture is based on a dense, mineral-rich ceramic substrate primarily composed of refined clays and inorganic compounds that provide a solid, durable foundation. The surface is coated with a controlled matte glaze created through a precise firing process, where silica and glass-forming oxides form a smooth, non-reflective layer that softly diffuses light to eliminate harsh reflections. Embedded pigment oxides within the glaze lend subtle, natural coloration that enhances the overall visual appeal without overpowering the surface, preserving the understated elegance typical of matte ceramic tiles. The minimal porosity and absence of significant weathering effects contribute to a clean, slightly textured finish that captures the tactile quality of high-quality ceramic tile surfaces without glossy highlights or irregular wear patterns.
Within physically based rendering (PBR) workflows, this tileable matte glazed ceramic tile texture seamless high resolution up to 8k excels across all essential texture maps. The BaseColor/Albedo channel faithfully reproduces the soft, earthy hues and nuanced variations in color imparted by the glaze and ceramic body. The Normal map encodes subtle surface undulations and the fine grain orientation typical of the glaze layer, adding depth and realism to the tile surface. The Roughness map is finely tuned to maintain the characteristic matte finish, providing a consistent, non-reflective surface with controlled noise that mimics the natural glaze texture. The Metallic channel remains at zero, accurately reflecting the non-metallic nature of ceramic materials. Ambient Occlusion enhances the perception of depth around tile edges and grout lines, while Height/Displacement maps capture slight surface relief and tile joint details, enabling realistic parallax and displacement effects when used in modern rendering engines.
Designed for high-fidelity projects, this seamless matte glazed ceramic tile texture seamless high resolution up to 8k supports ultra-high resolutions up to 8K, ensuring crisp detail and smooth tiling across expansive surfaces without visible repetition or distortion. It integrates smoothly with leading 3D software such as Blender, Unreal Engine, and Unity, providing predictable and efficient results that streamline material workflows. For best results, adjusting the UV scale is recommended to prevent texture stretching and maintain authentic tile proportions within your models. Additionally, fine-tuning the roughness intensity can help preserve the natural matte appearance under different lighting environments, enhancing realism in both real-time and offline renders. The AI-generated 3D preview offers an accurate representation of the texture’s PBR appearance and subtle surface details, making it an invaluable asset for architectural visualization, game environments, product mockups, and interior staging projects that demand high-quality ceramic-tile textures.
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.
