Archviz Floor Grill Metal Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Floor Grill Metal Substance Designer — Seamless PBR Texture

IDarchviz-floor-grill-metal-substance-designer
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This meticulously crafted Archviz floor grill metal texture is specifically designed for visualization projects that demand a high level of realism and physical accuracy. At its core the material simulates a durable metal alloy base substrate characterized by a finely grained surface with subtle orientation and natural imperfections that evoke authentic wear and aging. The surface finish features a balanced blend of brushed and lightly oxidized layers creating a natural patina that results in consistent color and tonal variation across the entire pattern. Pigments and oxide layers integrated within the BaseColor (Albedo) channel produce nuanced coloration while the Normal and Height maps accurately portray the intricate mesh pattern and slight embossing typical of metal floor grills. The Roughness channel modulates the interplay between glossiness and diffuse reflection highlighting a semi-polished yet weathered metal surface and the Metallic channel ensures physically accurate metalness allowing realistic light interaction. Ambient Occlusion further enhances depth perception by emphasizing the crevices and overlaps in the grill’s geometry reinforcing the material’s realism in any scene.

Rendered at an impressive 8K resolution this seamless PBR texture is optimized for large-scale tiling making it ideal for expansive architectural floor environments or industrial spaces where detail and authenticity are critical. Its design ensures minimal visible repetition with a uniform surface finish and consistent color distribution that maintain natural continuity across broad surfaces. Fully compatible with leading physically based rendering workflows this metal floor grill substance integrates effortlessly into popular real-time engines such as Unreal Engine and Unity as well as offline renderers like Blender. The complete set of texture maps covers all essential PBR channels providing precise control over material attributes and enabling easy customization to meet the demands of diverse projects and designers.

For practical application adjusting the UV scale is recommended to balance visible detail and avoid obvious tiling repetition especially when used on large floor areas. Fine-tuning the roughness values can simulate varying degrees of wear—from freshly installed polished metal surfaces to more weathered matte finishes—allowing the texture to adapt to specific scene requirements. The Height and Parallax maps add convincing depth to the grill pattern without increasing geometric complexity enhancing realism while maintaining optimal performance. This texture offers a versatile and high-quality solution for architects designers and substance artists seeking a visually appealing physically accurate metal floor grill material that performs seamlessly across multiple rendering platforms.

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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