Wave-Shaped Grille Metal Mesh | Free PBR free download

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

Preview — Wave-Shaped Grille Metal Mesh | Free PBR

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

This wave-shaped grille metal mesh texture is crafted from a durable metal alloy substrate, designed to faithfully replicate an intricate pattern of curved, interwoven metal strips that form a continuous, flowing mesh. The base metal exhibits a finely brushed surface finish enhanced by subtle oxidized accents, which add depth and realism by simulating natural wear and slight weathering. Variations in color range from cool silvers to muted grays, resulting from thin oxide layers and minor surface patinas that develop over time. The grain orientation within each mesh element is carefully modeled to contribute a fine tactile quality, reinforcing the authentic metallic feel. This combination of materials and treatments produces a visually compelling texture that captures the complex interplay of light and shadow on wave-shaped metal surfaces with exceptional precision and subtlety.

Optimized for physically based rendering (PBR), this texture excels through its comprehensive channel setup to deliver high-fidelity realism in any modern 3D environment. The BaseColor (Albedo) map reveals the nuanced metallic coloration and subtle surface patina, while the Normal map defines the delicate wave-shaped relief of the grille pattern, emphasizing its three-dimensional depth and curvature. The Roughness channel balances the semi-brushed finish, controlling how light scatters and reflects diffusely across the surface, simulating realistic wear and polishing effects. Metallic maps accurately represent the conductive nature of the alloy, producing crisp specular highlights that enhance the perception of real metal. Ambient Occlusion maps accentuate crevices within the mesh, deepening visual contrast, and the Height/Displacement map adds additional dimensionality to the wave contours, enabling finely detailed close-up renders that reveal the texture’s intricate sculptural qualities.

Rendered at an impressive 8K resolution, this seamless wave-shaped grille metal mesh texture is fully optimized for seamless integration into Blender, Unreal Engine, and Unity workflows, ensuring sharp and precise detail even at large scales. This makes it ideal for applications such as architectural visualization, product rendering, and immersive game environments that demand authentic metal surfaces with complex patterns. For practical use, adjusting the UV scale allows fine control over the apparent size and repetition of the wave pattern to suit specific project requirements. Additionally, fine-tuning the roughness parameter can help achieve the perfect balance between polished and weathered metal finishes, enhancing the overall material authenticity and visual impact within any 3D scene.

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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