Archviz Substance Designer Wall Wood — Seamless PBR Texture free download

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

Preview — Archviz Substance Designer Wall Wood — Seamless PBR Texture

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

This Archviz Substance Designer Wall Wood texture is a meticulously crafted seamless PBR material designed specifically for physically based rendering workflows in architectural visualization. The base substrate is natural wood carefully replicated to showcase fine grain orientation and subtle organic fibers that convey authentic wood paneling typically found in interior and exterior walls. This texture exhibits even porosity reflecting the microscopic openings and cellular structure of real wood which contributes to its realistic light absorption and scattering properties. The surface finish is smooth with a slightly brushed effect capturing a balanced level of roughness and soft wear that realistically conveys gentle weathering without excessive gloss or artificial shine. Natural pigments and thin oxide layers subtly tint the wood’s base color producing a consistent and true-to-life color response across all texture maps enhancing the material’s natural warmth and depth in visualization projects.

The material’s composition is expertly translated into a comprehensive set of PBR channels calibrated at 8K resolution for exceptional detail in close-up views and seamless tiling across large surfaces. The BaseColor (Albedo) channel beautifully reveals the warm organic hues of the wood substrate including subtle color variations from natural pigmentation and oxidation. The Normal map encodes the intricate wood grain orientation and minor surface irregularities enhancing realistic light interaction and shadowing. The Roughness channel defines the semi-matte gently brushed finish allowing precise control over reflectivity to suit various lighting scenarios and architectural atmospheres. The Metallic map remains minimal accurately reflecting the non-metallic nature of the wood substrate. Ambient Occlusion adds depth by simulating shadows in grooves crevices and grain patterns boosting realism in both real-time engines like Unreal Engine and Unity as well as offline renderers. Height and Displacement maps provide subtle relief for enhanced parallax effects or geometry displacement increasing dimensionality without impacting performance.

This wall wood texture is fully compatible with popular rendering engines such as Blender Unreal Engine and Unity making it a versatile choice for diverse archviz workflows. When applying this texture it is recommended to carefully adjust the UV scale to match the architectural dimensions of your project as this avoids repetitive patterning that can break immersion. Additionally fine-tuning the Roughness channel can help simulate a variety of finishes from freshly sanded wood to softly weathered surfaces enhancing the material’s adaptability to different lighting and environmental conditions. Ensuring proper color space and gamma settings will preserve the subtle organic color variations and oxide tinting maintaining the material’s realistic appearance. This seamless high-resolution PBR texture offers a natural and detailed wood wall surface ideal for professional architectural visualization and rendering projects.

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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