Archviz Fabric Padded Substance Designer Wall — Seamless PBR Texture free download

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

Preview — Archviz Fabric Padded Substance Designer Wall — Seamless PBR Texture

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

This Archviz Fabric Padded Substance Designer Wall texture is expertly crafted as a seamless physically based rendering (PBR) material specifically tailored to meet the rigorous demands of architectural visualization game engines and both real-time and offline rendering workflows. The material simulates a densely woven blend of polymer and organic fibers carefully padded to replicate the depth and softness characteristic of upholstered fabric wall coverings. The base substrate presents a fine textile weave enhanced by subtle fiber interlacing and consistent porosity that adds realistic tactile detail without disrupting seamless tiling. Embedded pigments and oxide-based dye layers produce a balanced muted coloration that remains stable under varying light angles faithfully captured in the BaseColor (Albedo) channel for accurate color fidelity across different rendering environments.

The texture set includes comprehensive PBR maps—BaseColor Normal Roughness Metallic Ambient Occlusion and Height (Displacement)—each contributing essential details to the fabric’s realism. The Normal map intricately portrays grain orientation and subtle fabric folds boosting surface relief and enhancing tactile authenticity. Roughness is finely tuned to reflect the matte soft diffuse reflection typical of padded fabric surfaces avoiding unwanted glossiness while maintaining natural light scattering. The Metallic channel is minimal consistent with the non-metallic nature of textile materials. Ambient Occlusion enriches depth perception by accentuating fiber intersections and seams within the padding while the Height map provides gentle displacement to emphasize cushioned folds and surface undulations supporting effective parallax effects in real-time engines. Optimized at an 8K resolution this texture ensures crisp detail even at close camera distances and is fully compatible with major platforms such as Blender Unreal Engine and Unity.

For optimal results it is recommended to maintain a UV scale that preserves the fine weave and detailed fiber structure without stretching typically around a 1:1 ratio for large architectural wall surfaces. Slightly increasing the roughness value can enhance the soft diffused reflection characteristic of textile surfaces under varied lighting conditions. Additionally fine-tuning the height or displacement maps can improve parallax effects within real-time rendering engines adding realism without the need for heavy geometry. This Archviz Fabric Padded Substance Designer Wall texture offers a high-quality consistent solution for fabric-padded wall surfaces combining technical precision and artistic subtlety to support efficient look development and final rendering workflows in architectural visualization 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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