Glass Archviz Metal Substance Designer Window — Seamless PBR Texture free download

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

Preview — Glass Archviz Metal Substance Designer Window — Seamless PBR Texture

IDglass-archviz-metal-substance-designer-window
Glass
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Glass Archviz Metal Substance Designer Window texture showcases an expertly crafted seamless PBR surface designed for high-fidelity architectural visualization and rendering projects. The base substrate consists of a finely brushed metal frame distinguished by its subtle anisotropic grain orientation that responds realistically to varied lighting environments enhancing depth and material authenticity. The metal’s surface features oxide-based colorants that produce a consistent metallic hue with nuanced variations simulating natural patina and wear. Embedded within the frame are clean minimal-porosity glass panels exhibiting a slightly reflective finish that accurately captures light refraction and interaction. Between the metal and glass layers delicate adhesive bonds are implied through subtle transitions visible in the texture’s normal and height channels adding structural realism and textural depth ideal for close-up visualization and game engine integration.

This texture’s material composition is fully articulated across its PBR channels to deliver physically accurate rendering. The BaseColor (Albedo) map reflects the true colors of the brushed metal substrate alongside the neutral transparent tones of the glass panels. Fine surface details and anisotropic grain direction are encoded in the Normal map while the Roughness map carefully balances the polished glass reflectivity against the matte textured metal finish. The Metallic channel distinctly isolates metallic areas to ensure precise light behavior and Ambient Occlusion enhances the perception of crevices and layered depth. Height and Displacement maps add subtle surface relief perfect for parallax effects and enhancing tactile realism in both offline renders and real-time engines like Blender Unreal Engine and Unity. Rendered up to an 8K resolution this texture guarantees seamless tiling and consistent quality across large surfaces catering to demanding visualization workflows.

To maximize realism and visual coherence it is recommended to adjust the UV scale appropriately to maintain accurate material proportions especially when applied to large window surfaces. Additionally fine-tuning roughness parameters can help balance the reflectivity between glass and metal components ensuring the texture responds naturally under different lighting conditions. This approach helps achieve a refined and authentic material appearance during rapid look-development stages making this Glass Archviz Metal Substance Designer Window texture an invaluable resource for professionals seeking detailed high-quality materials optimized for modern 3D visualization pipelines.

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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