Archviz Cloth Clothes Fabric Padded Synthetic — Seamless PBR Texture free download

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

Preview — Archviz Cloth Clothes Fabric Padded Synthetic — Seamless PBR Texture

IDarchviz-cloth-clothes-fabric-padded-synthetic
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Cloth Clothes Fabric Padded Synthetic texture is expertly designed to meet the demands of physically based rendering workflows offering exceptional realism and high fidelity for architectural visualization and digital projects. The base material is a synthetic polymer fabric engineered to replicate the soft lightly padded structure commonly found in modern technical textiles used for clothing and upholstery. The fabric’s surface reveals a fine fiber weave with carefully aligned grain orientation enhancing the perception of depth and tactile quality. Beneath the surface a subtle padding layer is suggested through the interplay of texture maps simulating light diffusion and volumetric softness typical of padded synthetic cloth. The colorants resemble stable synthetic dyes providing a consistent neutral tone that maintains accurate color response across diverse lighting setups and rendering engines resulting in a semi-matte finish that balances smoothness with gentle texture and minimal weathering or porosity.

The texture set incorporates all essential PBR channels to enable realistic shading and material interaction. The BaseColor (Albedo) map captures the natural hues and subtle tonal shifts of the synthetic fabric’s dye without any lighting or shadow artifacts. The Normal map encodes the intricate fiber patterns and the delicate contours created by the padding adding micro-relief that enhances light interaction in both real-time and offline renderers. Roughness defines the fabric’s semi-matte surface carefully modulating reflectivity to convey softness with a slight sheen typical of synthetic cloth. The Metallic channel remains near zero reflecting the non-metallic polymer base while Ambient Occlusion intensifies depth perception by darkening creases and folds where padding compresses. The Height/Displacement map offers precise control over surface relief improving parallax and tessellation effects for enhanced realism when supported by rendering engines.

Rendered at an ultra-high resolution of up to 8K this seamless PBR synthetic fabric texture is optimized for tiling across extensive surfaces without noticeable repetition making it ideal for use in archviz scenes game engines such as Blender Unreal Engine and Unity and various visualization workflows. To achieve the best visual outcome it is recommended to adjust the UV scale to maintain a realistic grain size relative to your model and fine-tune the roughness parameter to balance the fabric’s softness with its subtle reflective qualities thereby enhancing the padded synthetic effect within your renders. This material provides a versatile and reliable synthetic cloth fabric option ideal for creators seeking authentic and detailed fabric representation across a broad range of digital projects.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.