This rough glazed ceramic tile texture seamless high resolution up to 8k exemplifies the sophisticated material qualities and intricate composition characteristic of premium ceramic-tile surfaces. At its foundation, the tile is formed from carefully refined mineral clays blended with natural binders, ensuring structural cohesion and long-lasting durability. Embedded within the ceramic matrix are subtle aggregates that contribute to the tile’s porous yet robust base, allowing it to naturally retain weathering effects over extended periods. The rough glaze finish is created through a vitrified silica layer combined with metal oxide pigments, which delivers a semi-reflective surface that balances gentle gloss with tactile irregularity. This textured glaze exhibits authentic color variations primarily derived from iron oxide and cobalt compounds, producing nuanced earth tones and muted blues that enrich the visual depth and consistency across the tile’s expanse without appearing artificial.
From a physically based rendering (PBR) perspective, this tile texture excels in channel accuracy and realism. The BaseColor/Albedo map captures the glazed ceramic’s natural chromatic subtleties and mineral speckling with minimal saturation, preserving an authentic appearance. The Normal map effectively conveys the glaze’s fine surface undulations and roughness, enhancing tactile perception without compromising overall clarity. Roughness values are calibrated to reproduce the semi-matte finish typical of weathered ceramic glazes, facilitating realistic light scattering and moderate specular highlights. Metallic information is absent, reflecting the inherently non-metallic nature of ceramic materials, while Ambient Occlusion maps enrich depth perception around tile edges and crevices. Height/Displacement maps provide subtle relief, ideal for parallax mapping and enhancing surface detail in real-time rendering engines.
Rendered at an ultra-high resolution up to 8k, this tileable rough glazed ceramic tile texture seamless high resolution up to 8k is optimized for contemporary 3D applications including Blender, Unreal Engine, and Unity. Its seamless, tileable design guarantees smooth repetition across large UV islands without loss of detail or material coherence, making it suitable for close-up architectural visualization as well as expansive game environments. For optimal realism, it is recommended to adjust UV scaling moderately to match the scene’s scale, and to fine-tune roughness parameters to balance surface reflectivity. Combining this texture with subtle ambient occlusion and light normal passes during shading will further enhance depth and prevent flatness, ensuring an immersive and visually compelling ceramic-tile surface representation. The included 3D preview aids in material evaluation and integration into diverse digital projects.
The ai texture rough glazed ceramic tile texture seamless high resolution up to 8k offers a realistic PBR appearance with detailed ceramic-tile textures and a consistent rough glazed ceramic tile texture seamless high resolution up to 8k that enhances material fidelity.
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.
