Archviz House Shingles Siding Substance Designer Tiles — Seamless PBR Texture free download

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

Preview — Archviz House Shingles Siding Substance Designer Tiles — Seamless PBR Texture

IDarchviz-house-shingles-siding-substance-designer-tiles
Ceramic-tile
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz House Shingles Siding Substance Designer Tiles texture presents a meticulously crafted seamless PBR material designed to replicate authentic wooden shingles commonly found on residential house siding. The base substrate is natural wood characterized by a fine grain orientation that subtly follows the tile layout combined with slight weathering effects that evoke years of exposure to the elements. The surface finish emulates aged wood with a lightly brushed texture enhanced by organic pigments that create warm consistent color tones throughout the BaseColor channel. This natural coloration is complemented by intricate details such as wood fibers occasional knots and inherent porosity all contributing to a tactile visually rich wall surface ideal for realistic architectural visualization and detailed rendering workflows.

The texture set includes a comprehensive suite of physically based rendering maps optimized for high-fidelity results in Blender Unreal Engine Unity and other modern platforms. The 8K BaseColor (Albedo) map captures the nuanced pigment distribution and natural wood hues while the Normal map provides enhanced perception of wood grain depth and clearly defined tile edges. Roughness maps control subtle variations across the surface balancing matte and slightly polished areas to mimic the natural reflectivity of weathered wooden siding. The Metallic channel remains at zero accurately reflecting the organic non-metallic nature of the shingles. Ambient Occlusion maps add realistic shadowing between overlapping tiles and the Height/Displacement maps create convincing parallax effects and depth which are especially effective in close-up views or interactive environments reinforcing the material’s realism.

Crafted with large-scale tiling in mind this seamless wood siding texture ensures no visible repetition or seams making it perfect for expansive wall applications in archviz projects. For optimal results it is recommended to carefully adjust the UV scale to preserve the natural proportions of the shingles preventing distortion and maintaining authenticity. Additionally fine-tuning the roughness parameter helps balance light scattering according to specific lighting conditions enhancing the subtle interplay of highlights and shadows on the wooden surface. Slight modifications to the height map can further amplify parallax or displacement effects adding an extra layer of depth and realism to the shingles that responds dynamically within physically based rendering workflows.

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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