This seamless 3D texture tactile plate is crafted from a polymer-based composite substrate, designed for durability and long-term performance in demanding urban environments. The base material incorporates finely calibrated mineral fillers and synthetic fibers to enhance structural strength while maintaining slight porosity for weather resistance. The surface is expertly finished with a matte coating infused with safety green pigments, providing a vivid hue that ensures high visibility. This matte finish minimizes glare and reflections, essential for outdoor applications exposed to varying lighting conditions. The braille dots, precisely arranged and molded directly into the plate, are integrated using a chemical-resistant adhesive binder that secures their form and enhances tactile feedback for visually impaired users. This combination of materials and finishes ensures the plate’s resilience against abrasion, UV degradation, and chemical exposure commonly found in public transportation hubs and station platforms.
In terms of Physically Based Rendering (PBR) channels, this texture excels with its 8K resolution detail, making it ideal for high-fidelity visualization in Blender, Unreal Engine, and Unity. The BaseColor/Albedo channel captures the safety green pigment with subtle variations in tone, reflecting the matte surface’s soft diffusion of light. The Normal map reproduces the tactile braille dots and subtle surface undulations with precision, enhancing the sense of depth and physicality. Roughness maps emphasize the non-glossy, anti-glare finish, balancing surface reflectivity to prevent unwanted shine. The Metallic channel remains minimal, reflecting the polymeric base’s non-metallic nature, while Ambient Occlusion adds realistic shadowing around the braille dots and textural recesses. Finally, the Height/Displacement map supports accurate 3D modeling of the raised dots and plate surface for advanced parallax and displacement effects.
Designed specifically as an accessibility aid, this tactile plate complies with ADA and ISO standards for floor safety, making it a practical solution for public and urban tactile paving needs. Its chemical-resistant durable coating ensures longevity even in high-traffic areas, maintaining both safety and aesthetic appeal over time. For optimal rendering results, it is recommended to slightly adjust the roughness parameter when applying the texture in 3D environments to fine-tune the matte effect based on lighting conditions. Additionally, careful UV scaling will preserve the tactile detail and clarity of the braille dots, ensuring both visual and functional accuracy in any project.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
