This seamless 3D texture PBR tactile plate is meticulously crafted from a high-performance polymer base substrate enhanced with mineral fillers to ensure exceptional durability and weather resistance. The surface is coated with a specialized matte black pigment combined with fine carbon-based colorants, delivering a contemporary dark finish that effectively reduces glare while maintaining a subtle, refined aesthetic. The raised bumps are formed through precise molding techniques using reinforced polymer binders, which provide excellent abrasion resistance and flexibility under heavy foot traffic. The texture exhibits a fine grain orientation that enhances grip and slip resistance, making it an ideal material for urban applications such as floor safety markers, walkway surfaces, and tactile guidance systems in public transit hubs and station platforms. The substrate’s low porosity ensures minimal water absorption, increasing longevity and performance across diverse environmental conditions.
In terms of PBR mapping, the BaseColor/Albedo channel captures the matte black pigment with a slight variation in tone across the raised bumps to highlight their tactile nature. The Normal map delivers intricate detailing of the raised bumps and fine grain texture, giving realistic depth and tactile feel when rendered. Roughness is carefully balanced to replicate the anti-skid matte finish, avoiding unwanted reflections while providing subtle surface imperfections that enhance realism. The Metallic map remains near zero, emphasizing the non-metallic polymer composition, while Ambient Occlusion defines the shadowing around each bump to accentuate their shape and spacing. The Height/Displacement map supports precise parallax effects, accurately simulating the raised bumps’ elevation for close-up renders. This texture is optimized at an 8K resolution, ensuring ultra-high detail suitable for professional use in Blender, Unreal Engine, and Unity environments.
For practical integration, it is recommended to adjust the UV scale to match the real-world size of the tactile plate for accurate visual representation in 3D scenes. Fine-tuning the roughness channel can help achieve the desired balance between slip resistance and subtle light diffusion depending on lighting conditions. This seamless tactile plate texture with raised bumps and matte black finish serves as a reliable anti-skid solution that combines high durability with aesthetic versatility, making it a perfect choice for safety and accessibility enhancements in busy public spaces and industrial applications alike.
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.
