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

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

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

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

This Archviz Grill Mesh Metal texture is meticulously crafted using Substance Designer offering a seamless physically based rendering (PBR) material ideal for architectural visualization real-time engines and offline renderers alike. The base substrate is a durable metal mesh characterized by finely woven metallic fibers that create a consistent grid pattern. The metal surface exhibits a brushed finish with subtle oxidation and slight wear enhancing realism by introducing natural variation in roughness and reflectivity. The color palette is dominated by muted steel grays with faint oxide layers contributing to the base color while the metallic nature of the mesh is clearly defined through the metallic channel ensuring accurate light interaction in any rendering workflow.

The PBR texture set includes all essential maps common to modern pipelines: BaseColor (Albedo) captures the metal’s nuanced coloration and subtle surface discolorations Normal maps define the intricate mesh geometry with precise grain orientation and fine detail while the Roughness channel balances the polished and oxidized areas to simulate realistic reflectivity. The Ambient Occlusion map enhances depth perception around the mesh intersections and the Height (Displacement) map adds physical depth emphasizing the three-dimensional qualities of the grill structure. This material is provided at a high 8K resolution ensuring sharp detail even on large-scale tiling surfaces and is fully compatible with popular platforms such as Blender Unreal Engine and Unity making it versatile for diverse archviz game and visualization projects.

Designed for seamless repetition this metal grill mesh texture maintains consistent color response and surface detail across extensive UV layouts making it especially suitable for large architectural facades or equipment renders. To optimize results it is recommended to carefully adjust the roughness values depending on lighting conditions—lower roughness for a more polished reflective appearance or higher roughness to emphasize weathering and diffuse reflection. When applying the height map subtle parallax or displacement effects can significantly enhance the perceived depth of the mesh contributing to more immersive and realistic visual outcomes. This material is curated for quality and prepared to integrate smoothly within physically based rendering workflows with color space and gamma settings adaptable to match your specific project requirements. While attribution is appreciated it is not required.

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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