Hexagonal Black Perforated Metal Grille Mesh | Free PBR free download

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

Preview — Hexagonal Black Perforated Metal Grille Mesh | Free PBR

IDhexagonal-black-perforated-metal-grille-mesh-free-pbr
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Hexagonal Black Perforated Metal Grille Mesh (Metal 0076) is a meticulously engineered double-layered metal texture designed to emulate a robust and industrial-grade grille surface. Its base substrate is a high-strength metal alloy, cast with precision to form a durable and corrosion-resistant foundation. This alloy is finished with a matte black oxide layer, which not only imparts a sleek, modern, and minimalistic aesthetic but also enhances weathering resistance. The surface is subtly brushed, introducing fine linear textures that interact naturally with light, lending the perforated hexagonal pattern a realistic play of shadows and highlights. Each of the two layers features an exact hexagonal arrangement of perforations, creating a visually striking and functional mesh that balances openness with structural integrity, ideal for demanding industrial and architectural applications.

In physically based rendering workflows, this texture’s detailed material characteristics are faithfully represented across multiple PBR channels. The BaseColor (Albedo) map captures the deep black tone of the metal, including nuanced tonal variations introduced by the brushed finish and oxide pigmentation. The Normal map simulates the fine embossing and depth of the double-layered hexagonal perforations, enhancing the tactile three-dimensional effect. The Roughness channel reflects the semi-matte surface—carefully balanced to avoid excessive glossiness while maintaining a subtle sheen that suggests ruggedness. The Metallic map is set to maximum, emphasizing the inherent reflectivity of the metal alloy, while the Ambient Occlusion map adds realistic shading by darkening the recesses within the mesh pattern. Finally, the Height or Displacement maps enable convincing parallax effects, allowing the perforations to appear tangible and giving the surface a pronounced sense of depth when viewed from varying perspectives.

Rendered at an ultra-high 8K resolution, this seamless PBR texture provides exceptional detail and clarity, making it highly suitable for use in advanced 3D engines such as Blender, Unreal Engine, and Unity. This level of detail ensures that even large-scale surfaces maintain sharpness and realism, supporting projects ranging from automotive grille designs to sci-fi architectural facades and industrial equipment visualization. The double-layered hexagonal pattern not only enhances visual complexity but also contributes to the material’s functional authenticity. For optimized results, adjusting the UV scale can control the density and size of the perforations, allowing customization from fine mesh screens to more open structural grilles. Additionally, fine-tuning the roughness parameter can simulate a variety of surface conditions, from freshly machined metal to subtly oxidized finishes, further enhancing realism in diverse rendering scenarios.

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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