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

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

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

IDarchviz-grill-metal-substance-designer-vent-x2
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Grill Metal Substance Designer Vent texture is meticulously crafted as a seamless physically based rendering (PBR) material tailored for architectural visualization game engines and real-time or offline rendering workflows. The base substrate is a high-quality metal surface exhibiting a finely engineered grill pattern typical of ventilation covers. The material’s composition reflects a brushed metal finish with subtle oxidation and wear that introduce realistic micro-scratches and slight discoloration. These effects simulate the natural aging process and environmental exposure contributing to an authentic surface response. Colorants are primarily metallic pigments combined with oxide layers providing a consistent yet dynamic color base that enhances realism across various lighting conditions. The texture’s porosity is minimal emphasizing a smooth yet tactile surface that balances reflectivity and diffuse scattering effectively.

Within the PBR workflow this texture set includes high-resolution 8K maps designed to maintain detail at large-scale tiling crucial for expansive archviz scenes or detailed game environments. The BaseColor (Albedo) channel captures the neutral to slightly warm metallic hues with subtle variations due to oxidation and pigment distribution. The Normal map encodes the intricate grill mesh and surface imperfections enhancing depth and tactile realism without geometry changes. Roughness values are calibrated to reflect a partially polished metal surface enabling nuanced light diffusion and specular highlights. The Metallic channel confirms the metal substrate's nature ensuring physically accurate reflections and light interactions. Ambient Occlusion adds depth by simulating shadowing in crevices while Height/Displacement maps provide fine relief for parallax effects or tessellation further enhancing dimensionality and immersion.

This seamless PBR texture is fully compatible and optimized for major 3D platforms such as Blender Unreal Engine and Unity supporting consistent color space and gamma settings to match any project environment. When integrating the vent grill texture adjusting the UV scale to avoid repetitive patterns is recommended especially on large surfaces to maintain realism. Additionally fine-tuning roughness values can help balance between a shiny new metal look and a weathered matte finish depending on the desired scene atmosphere. A quick base layer preview is included for efficient look development allowing artists to assess the material’s response under different lighting setups promptly. This texture is curated for quality and versatility making it a reliable choice for any professional archviz or interactive visualization pipeline.

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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