Archviz Pattern Substance Designer Wood — Seamless PBR Texture free download

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

Preview — Archviz Pattern Substance Designer Wood — Seamless PBR Texture

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

The Archviz Pattern Substance Designer Wood texture is a meticulously crafted seamless PBR material engineered specifically for physically based rendering workflows in architectural visualization and game engines. This wood pattern captures the natural complexity of its organic base substrate highlighting a balanced composition of intertwined wood fibers and carefully oriented grain structures that authentically reflect the inherent porosity and subtle weathering effects found in real wood surfaces. The texture emulates a lightly polished wood veneer finish with warm consistent colorants derived from natural pigments and delicate oxide layers producing a visually rich yet uniform response across the entire surface. This ensures it performs exceptionally well in large-scale tiling scenarios without noticeable repetitions or color shifts making it ideal for detailed environments in Blender Unreal Engine Unity and other rendering pipelines. The material’s composition is thoughtfully represented across all essential PBR channels to maximize realism and integration ease. The BaseColor (Albedo) map presents nuanced wood tones with subtle pigment variations and depth while the Normal map enhances the tactile sense of grain patterns and fine surface irregularities. Roughness values are calibrated to mimic the semi-polished finish balancing reflections to achieve a natural surface response under various lighting conditions. The Metallic map is kept minimal or near zero accurately reflecting wood’s organic non-metallic nature. Ambient Occlusion maps capture soft shadows within the grain crevices adding depth and realism and the Height (Displacement) map provides precise relief details for parallax and tessellation effects allowing dynamic interaction with lighting and camera angles. Each map is carefully gamma-corrected and color-managed to maintain consistent appearance across multiple engines and rendering setups supporting resolutions up to 8K for highly detailed close-ups and expansive visualizations. When applying this substance-designed wood pattern it is important to consider UV scaling: enlarging the texture excessively can cause loss of fine detail visibility while too small a scale may exaggerate the grain resulting in unnatural repetition or distortion. Adjusting the roughness parameter in your material editor offers additional control over the surface finish letting you simulate a range of effects from matte to softly glossy adapting the wood’s appearance to different lighting environments and desired realism levels. This careful balance between material composition texture resolution and parameter tuning ensures the pattern integrates seamlessly into your archviz projects or game engine workflows delivering authentic high-quality wood surfaces that respond dynamically and naturally across varied rendering conditions.

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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