Archviz Fence House Substance Designer Wood — Seamless PBR Texture free download

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

Preview — Archviz Fence House Substance Designer Wood — Seamless PBR Texture

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

This Archviz Fence House Substance Designer Wood seamless PBR texture is meticulously engineered to faithfully replicate the authentic material qualities of natural hardwood commonly used in residential fencing. The base substrate is composed of finely grained organic wood fibers exhibiting subtle variations in grain orientation and a balanced porosity that affects light absorption and reflectance. This intricate fiber structure is essential for achieving realistic surface interaction with light contributing to the material’s depth and organic appearance. The surface finish captures the essence of a weathered yet well-maintained wooden fence featuring gentle roughness combined with natural wear patterns. These details avoid heavy oxidation or gloss striking a harmonious balance that reflects typical outdoor wood exposure without appearing overly polished or artificially aged. Warm pigments and natural wood dyes are integrated into the BaseColor/Albedo map delivering consistent true-to-life color response across large-scale tiling which is critical for archviz projects requiring seamless continuous coverage over extensive fence or house facade surfaces.

Designed specifically for physically based rendering workflows this wood texture pack includes all necessary PBR channels to ensure realistic material representation across various rendering engines like Blender Unreal Engine and Unity. The Normal map encodes detailed grain structure and subtle surface irregularities adding fine-scale depth and tactile realism. Roughness values are calibrated to replicate the semi-matte finish typical of outdoor wood balancing diffuse and specular reflections to maintain a natural non-reflective look. Since wood is a non-metallic organic material the Metallic map remains minimal supporting accurate light behavior without artificial shine. Ambient Occlusion enhances shadowing in grain crevices and plank joints emphasizing depth and texture contrast. Height/Displacement maps provide precise depth information that improves parallax and displacement effects enabling enhanced realism during close-up visualization. All texture maps are provided in up to 8K resolution making them ideal for high-fidelity rendering scenarios in architectural visualization and game development pipelines.

For optimal results users are encouraged to adjust the UV scale to correspond with typical fence plank dimensions used in architectural visualization ensuring material details align naturally with modeled geometry. Additionally fine-tuning roughness values can simulate varying degrees of surface weathering or aging adapting the texture to different environmental conditions and lighting setups. This Substance Designer wood texture is fully compatible with all standard archviz workflows and is crafted for versatility and ease of integration enabling quick look-dev previews and streamlined material setup without sacrificing realism or detail. Its seamless tiling capability and consistent color response make it particularly suitable for large exterior surfaces providing uniform visual continuity across wide fence or house facade applications while maintaining the authentic characteristics of natural 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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