Archviz Ceiling Coffers Substance Designer Wood — Seamless PBR Texture free download

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

Preview — Archviz Ceiling Coffers Substance Designer Wood — Seamless PBR Texture

IDarchviz-ceiling-coffers-substance-designer-wood-x2
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Ceiling Coffers Substance Designer Wood texture is a meticulously crafted seamless PBR material that highlights the natural elegance of wood as a base substrate. The wood grain orientation is finely detailed showcasing subtle organic fibers that contribute to an authentic depth and warmth essential for architectural visualizations. The surface finish emulates a lightly polished wood panel typical of refined ceiling coffers capturing a gentle sheen that enhances the sophistication of any ceiling design. Warm brown pigments and delicate oxide layers are integrated into the texture’s colorants producing a consistent and realistic color response across all channels. Minimal surface porosity and slight weathering details provide tactile nuance without disrupting the clean polished aesthetic making it perfectly suited for large-scale tiling in archviz ceiling applications.

Within physically based rendering workflows this texture’s PBR channels are thoughtfully composed to deliver realism and versatility. The BaseColor (Albedo) channel reveals the rich natural hues and intricate grain patterns of the wood substrate ensuring compatibility with both real-time and offline renderers such as Blender Unreal Engine and Unity. The Normal map encodes the subtle relief of the wood grain and the gentle bevels characteristic of ceiling coffers adding dimensionality under dynamic lighting conditions. The Roughness map balances surface reflectivity to simulate the polished yet organic finish while the Metallic channel remains near zero reflecting the non-metallic nature of wood. Ambient Occlusion enhances shadowed recesses within the coffers boosting ambient light realism and the Height/Displacement map captures fine surface undulations that improve parallax effects and visual depth in close-up views.

Rendered at an 8K resolution this texture ensures high-detail visualization essential for professional archviz projects and game development pipelines. Its seamless design guarantees smooth repetition without visible tiling artifacts ideal for expansive ceiling surfaces in architectural scenes. For optimal results adjusting the UV scale is recommended to maintain natural wood grain proportions while fine-tuning roughness values can help achieve the desired finish from satin to semi-gloss. This texture’s careful preparation regarding gamma and color space allows easy integration and consistent color fidelity across diverse rendering environments making it a reliable and versatile choice for designers focused on creating realistic and visually compelling ceiling coffers in wood.

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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