Archviz Furniture Substance Designer Wood — Seamless PBR Texture free download

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

Preview — Archviz Furniture Substance Designer Wood — Seamless PBR Texture

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

This Archviz Furniture Substance Designer Wood texture is meticulously crafted to authentically replicate the natural characteristics of wood surfaces tailored specifically for physically based rendering workflows. The base substrate consists of organic wood showcasing genuine grain orientation and subtle porosity that evoke the intricate patterns and depth found in real furniture materials. This natural foundation is enhanced by carefully integrated colorants such as natural pigments and oxide layers producing subtle variations in hue that create a consistent yet dynamic color response. The surface finish strikes a balance between smoothness and a slight matte sheen typical of finely sanded and sealed wood preserving the tactile feel of polished yet natural wood surfaces. Seamless tiling ensures that the wood grain flows uninterrupted across expansive surfaces making this texture particularly suited for architectural visualization furniture modeling and game engine environments where realism and continuity are paramount.

The texture set includes a comprehensive range of PBR maps to accurately convey the material properties across popular rendering engines like Blender Unreal Engine and Unity. The BaseColor (Albedo) map captures warm organic wood hues and detailed grain patterns while the Normal map reveals subtle surface relief and grain orientation influencing how light interacts with the wood’s microstructure. The Roughness map introduces nuanced variations in glossiness reflecting the contrast between polished areas and more matte regions thereby enhancing surface authenticity. The Metallic map remains at zero to represent wood’s non-metallic nature while the Ambient Occlusion map adds depth by accentuating crevices and grain valleys. Height and Displacement maps further enrich the texture by simulating realistic surface relief making parallax and tessellation effects possible for heightened three-dimensionality in both real-time and offline renderers.

Rendered at an impressive 8K resolution this seamless PBR wood texture provides exceptional detail and clarity ideal for close-up views and high-fidelity visualizations commonly required in professional archviz and furniture design projects. It is fully calibrated for standard color spaces and gamma settings to ensure smooth integration without additional adjustments. For optimal results adjusting the UV scale is recommended to balance detail density on furniture models and fine-tuning roughness values can better emulate specific wood finishes such as a polished tabletop or a gently weathered chair. This carefully developed material offers both quality and versatility making it a reliable choice for any project demanding realistic seamless wood surfaces with consistent color response and intricate natural grain detail.

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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