Archviz Ceiling Cement Concrete Roof Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Ceiling Cement Concrete Roof Substance Designer — Seamless PBR Texture

IDarchviz-ceiling-cement-concrete-roof-substance-designer
Concrete
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Ceiling Cement Concrete Roof Substance Designer texture presents a meticulously crafted representation of a mineral-rich cementitious substrate expertly designed for physically based rendering workflows. The base material composition features a dense matrix primarily formed from fine aggregates such as quartz and limestone particles bound together by strong hydraulic cement binders. This combination creates a subtly porous yet robust structure mimicking the natural curing and weathering processes typical of concrete surfaces in architectural ceilings and roofs. The surface finish is intentionally raw and unpolished showcasing delicate brush marks and light imperfections that contribute authentic tactile character and visual interest. The neutral gray color palette is derived from natural mineral inclusions and layered oxide pigments resulting in a consistent tone that supports seamless large-scale tiling without visible repetition or unnatural transitions.

Each PBR channel in this texture set is carefully crafted to faithfully convey the physical properties of cement concrete. The BaseColor (Albedo) map captures nuanced gray hues with subtle shifts caused by embedded mineral particles and fine grain variations. The Normal map enhances the micro-surface detail emphasizing fine cracks brush stroke textures and subtle irregularities in the concrete’s finish. Roughness is precisely calibrated to reflect the matte non-reflective quality of unfinished cement while the Metallic channel remains at zero reinforcing the material’s inherently non-metallic nature. Ambient Occlusion adds depth by accentuating shadows in crevices and surface undulations improving realism in architectural visualizations. The Height/Displacement map offers gentle relief that enhances parallax effects and surface depth especially valuable for close-up renderings. This texture is available in ultra-high 8K resolution ensuring crisp and scalable detail suitable for diverse rendering platforms.

Engineered for seamless integration with popular software including Blender Unreal Engine and Unity this Substance Designer-created texture is ideal for architectural visualization real-time simulations and offline rendering workflows. To achieve optimal realism it is recommended to carefully adjust the UV scale to maintain the natural aggregate size and grain distribution inherent to cement concrete surfaces. Additionally fine-tuning the roughness parameter can simulate various degrees of weathering or adapt the material’s appearance to different lighting environments. This high-quality physically accurate concrete ceiling and roof texture enriches any archviz project by providing authentic cement-based surfaces that respond naturally to architectural and environmental lighting conditions.

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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