Archviz Floor Flooring Ground Japanese Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Floor Flooring Ground Japanese Substance Designer — Seamless PBR Texture

IDarchviz-floor-flooring-ground-japanese-substance-designer
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture authentically replicates the traditional Japanese flooring known as tatami showcasing a base substrate composed primarily of tightly woven organic plant fibers. The intricate weave pattern mimics natural wicker and wood materials combining durability with flexibility through closely bound fibers arranged in a subtle grain orientation. The surface exhibits fine porosity and a soft matte finish that captures the delicate interplay of natural pigments and oxide layers lending warm earthy tones and realistic depth to the material. These carefully balanced color variations enhance the tactile quality and visual richness making the texture ideal for architectural visualization (archviz) flooring and ground surfaces that require an organic authentic appearance.*

Designed specifically for use in substance designer workflows and optimized for physically based rendering this texture includes all essential PBR maps at up to 8K resolution. The BaseColor (Albedo) map highlights the nuanced hues and subtle tonal shifts of the woven tatami fibers and natural wood elements. The Normal map defines the intricate weave’s depth and surface irregularities while the Roughness map captures the soft matte surface with slight natural gloss where the fibers catch light. The Ambient Occlusion map adds realistic shadowing in the intersections and crevices of the weave enhancing the perception of depth. Height/Displacement maps accurately represent the raised and recessed areas of the weave enabling enhanced parallax and displacement effects for greater realism. The Metallic channel remains minimal reflecting the organic non-metallic composition of the material and preserving its natural authenticity.*

Fully compatible with Blender Unreal Engine and Unity this high-resolution texture supports both offline and real-time rendering pipelines making it a versatile choice for large-scale architectural ground and flooring visualizations. To maximize realism it is recommended to carefully adjust the UV scale to maintain the natural proportion and size of the tatami weave preventing unnatural repetition patterns. Additionally fine-tuning the roughness map can simulate subtle wear or polishing effects that occur over time on natural flooring surfaces adding an extra layer of authenticity to your Japanese-inspired flooring materials. This comprehensive approach ensures that your projects achieve a highly realistic and visually engaging representation of traditional woven flooring surfaces.*

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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