Archviz Cement Concrete Substance Designer Wall — Seamless PBR Texture free download

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

Preview — Archviz Cement Concrete Substance Designer Wall — Seamless PBR Texture

IDarchviz-cement-concrete-substance-designer-wall-x4
Concrete
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Cement Concrete Substance Designer Wall texture is a meticulously crafted seamless PBR material designed specifically for physically based rendering workflows common in architectural visualization. Its base substrate accurately represents a typical cementitious concrete composition primarily made up of mineral aggregates such as crushed stone and fine sand all firmly bound together within a hydraulic cement matrix. This combination ensures essential structural integrity and long-lasting durability while the texture captures subtle natural variations in porosity and grain orientation. These details simulate the microscopic pits fine cracks and surface roughness characteristic of cured concrete providing a realistic matte finish with softly brushed nuances and slight weathering effects like gentle discoloration and mild surface wear. The consistent neutral gray color arises from embedded mineral pigments and faint oxide layers that respond naturally to varying lighting conditions enhancing the authenticity of concrete walls in architectural scenes.

Each PBR channel has been carefully created to convey these material properties with high fidelity. The BaseColor (Albedo) channel exhibits a soft uniform gray tone with delicate mineral speckling and subtle weathered patches while the Normal map encodes intricate micro-cracks and grain texture to improve light interaction and perceived depth. Roughness values gently fluctuate over the surface reflecting the naturally uneven tactile quality of cast cement neither perfectly smooth nor overly coarse. The Metallic channel remains consistently zero accurately representing the non-metallic nature of cement-based materials. Ambient Occlusion enhances depth by emphasizing crevices and recessed areas where shadows accumulate and the Height/Displacement map provides precise elevation data to simulate surface relief ideal for advanced displacement or parallax effects in high-fidelity render engines.

Rendered at resolutions up to 8K this seamless PBR texture is fully optimized for crisp detail and flawless tiling across both real-time and offline platforms such as Blender Unreal Engine and Unity. It is perfectly suited for creating realistic concrete walls in archviz projects game environments and detailed architectural visualizations that demand physically accurate surface response and consistent color reproduction. For optimal results it is recommended to adjust the UV scale thoughtfully to maintain natural grain and pore size relative to the architectural context and to fine-tune roughness parameters to match specific environmental wear or lighting conditions. This level of precision and attention to material authenticity makes the texture a versatile and reliable asset for designers seeking to replicate true-to-life cement concrete surfaces in their visualizations.

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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