Glass Archviz Cast Iron Substance Designer Window — Seamless PBR Texture free download

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

Preview — Glass Archviz Cast Iron Substance Designer Window — Seamless PBR Texture

IDglass-archviz-cast-iron-substance-designer-window
Glass
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture presents a carefully designed glass window framed by cast iron created in Substance Designer to meet the rigorous demands of archviz visualization and game engine workflows. The base substrate expertly combines the robust solidity of cast iron metal with the smooth transparency and reflective qualities of glass capturing the intricate interplay between these materials through physically based rendering channels. The cast iron frame exhibits a slightly weathered and oxidized surface finish with subtle grain orientation clearly visible in the normal and roughness maps which together convey a convincing tactile texture. Meanwhile the glass pane maintains a polished smooth surface featuring minimal roughness and slight height variations that enhance realistic refraction and light interaction. Rich oxide layers and metal pigments deliver consistent color fidelity across the BaseColor and Metallic maps while the Ambient Occlusion map intensifies depth and shadowing around the window frame’s edges and cast iron details emphasizing structural nuances and enhancing realism under diverse lighting conditions.

Rendered at up to 8K resolution this texture set includes all essential PBR maps such as BaseColor (Albedo) Normal Roughness Metallic Ambient Occlusion and Height/Displacement ensuring high fidelity and compatibility across popular real-time engines like Unreal Engine and Unity as well as offline renderers including Blender’s Cycles. The seamless tiling capability of the surface texture is ideal for large-scale architectural visualizations allowing repetition without visible seams or artifacts. The gamma and color space are carefully calibrated for straightforward integration into varied project pipelines though it is recommended to verify settings to achieve optimal results. This consistent mapping ensures that the metallic properties of the cast iron frame and the translucent qualities of the glass pane are accurately represented preserving visual authenticity and material differentiation in any rendering environment.

For best results when applying this glass archviz cast iron window texture consider adjusting the UV scale to maintain the fine grain details and subtle surface variations of the cast iron frame without distortion. Additionally fine-tuning the roughness channel can balance the polished clarity of the glass with the slightly weathered matte finish of the metal frame improving material contrast and enhancing the overall realism of your renders. The height and displacement maps also enable subtle parallax effects that boost depth perception helping the window stand out convincingly against flat architectural surfaces. Crafted to deliver high-quality physically accurate and visually compelling results this texture is a versatile asset for projects requiring detailed glass and cast iron materials across diverse 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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