Stylized Archviz House Roof Straw Substance Designer — Seamless PBR Texture free download

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

Preview — Stylized Archviz House Roof Straw Substance Designer — Seamless PBR Texture

IDstylized-archviz-house-roof-straw-substance-designer-x2
Roofing
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This stylized archviz house roof straw texture is expertly designed in Substance Designer to authentically replicate the organic structure and natural composition of thatched roofing materials. The base substrate is composed of tightly bundled straw fibers carefully simulated to capture the inherent porosity and subtle irregularities typical of dried straw. These fine details are conveyed through meticulously crafted normal and height maps delivering convincing tactile depth and a realistic surface relief. The texture’s surface finish reflects the natural weathering and color variations found in real thatched roofs achieved by a balanced interplay of earthy pigments and organic colorants embedded within the BaseColor/Albedo channel. This results in a warm consistent palette that maintains visual integrity across large tiling surfaces ideal for expansive roof areas in architectural visualization and game environments.

Within the physically based rendering (PBR) workflow this seamless texture set includes essential channels to enhance realism and material accuracy. The Normal map emphasizes the directional fiber orientation and fine depth variations of the straw bundles while the Roughness map controls the surface’s matte-to-sheen transitions replicating the natural glossiness range from freshly thatched to weathered straw. The Ambient Occlusion channel enhances shadowing in the crevices between fiber bundles adding dimensionality and depth whereas the Height/Displacement map provides realistic surface relief for close-up renders. The Metallic channel is deliberately minimal to reflect the organic non-metallic nature of straw ensuring physically accurate light interaction. All maps are provided at resolutions up to 8K supporting high-fidelity visuals and optimized compatibility with real-time engines such as Unreal Engine and Unity as well as offline renderers including Blender Cycles and Eevee.

For optimal results it is recommended to carefully adjust the UV scaling to preserve the natural scale and repetition of straw bundles preventing noticeable tiling artifacts on large surfaces. Additionally fine-tuning the Roughness channel can simulate various environmental effects such as moisture levels or aging allowing for customization from soft slightly glossy fresh straw to rougher more weathered thatch. This seamless high-resolution texture is a versatile and reliable material choice for stylized archviz projects game environments and any application requiring a realistic yet stylized straw roof with physically accurate response and natural surface variation.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.