Archviz Cloth Clothes Fabric Substance Designer Textile — Seamless PBR Texture free download

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

Preview — Archviz Cloth Clothes Fabric Substance Designer Textile — Seamless PBR Texture

IDarchviz-cloth-clothes-fabric-substance-designer-textile-x8
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR substance represents a finely crafted designer textile tailored for archviz digital clothes and fabric visualization. The base substrate is a dense polymer blend combining organic and synthetic fibers intricately woven to form a balanced durable structure with a natural grain orientation. This weave pattern is consistent and highlights subtle fiber alignments that respond authentically to varied lighting conditions. The surface finish is a soft matte delivering a tactile feel akin to premium cloth materials enhanced by delicate porosity and fiber irregularities that boost realism without disrupting seamless tiling. Pigments are applied through expertly blended dyes producing a uniform yet naturally varied coloration that preserves true-to-life hues under diverse light sources avoiding oversaturation or unnatural shifts. This carefully designed composition makes the fabric ideal for large-scale architectural visualization scenes detailed clothing renders and real-time game environments where high fidelity and optimized performance are essential.

Within a physically based rendering workflow this textile substance is comprehensively mapped across all PBR channels to achieve accurate material representation. The BaseColor map captures the nuanced dyed tones and subtle shadow interplay from fiber bundles while the Normal map encodes intricate woven details and fiber grain direction generating realistic micro-surface variations that interact dynamically with light. The Roughness channel is finely tuned to emulate the slightly absorbent non-reflective matte surface typical of quality fabrics balancing soft light diffusion without unwanted glossiness. The Metallic channel remains at zero reflecting the inherently non-metallic nature of textile fibers while Ambient Occlusion enhances the perception of depth within the weave and folds. Additionally the Height or Displacement map introduces raised thread textures and gentle surface undulations adding tactile dimensionality in renderers supporting displacement. All texture maps are delivered at resolutions up to 8K ensuring crisp scalable detail for close-up shots or expansive tiled applications.

This cloth fabric substance is fully optimized for seamless integration into workflows with Blender Unreal Engine and Unity supporting both offline and real-time rendering pipelines. For best results adjusting the UV scale is recommended to maintain realistic fiber density—too large a scale risks losing fine detail while too small may cause visible repetition. Additionally tuning the roughness parameter can tailor the fabric’s appearance to specific lighting scenarios such as increasing roughness to enhance soft interior daylight diffusion or reducing it slightly for sharper studio-style illumination. Designed for professional architectural visualization clothes rendering and game asset creation this textile substance combines high-quality realism subtle surface detail and versatile application without attribution requirements making it a reliable choice for sophisticated cloth and fabric material needs.

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.