Glass Archviz Metal Metallic Substance Designer Window — Seamless PBR Texture free download

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

Preview — Glass Archviz Metal Metallic Substance Designer Window — Seamless PBR Texture

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

This Glass Archviz Metal Metallic Substance Designer Window texture represents a carefully engineered fusion of transparent glass and robust metal tailored specifically for architectural visualization and realistic rendering workflows. At its core the material features a smooth polished glass substrate that offers clarity and subtle translucency supported by a finely crafted metallic framework. The metal exhibits a delicate grain orientation with subtle weathering effects reminiscent of natural industrial finishes including faint oxidation and brushed surface nuances. These characteristics are achieved through intricate layering of colorants such as metallic pigments and oxide films which ensure a consistent and authentic color response. This dynamic interplay between reflective glass panes and textured metal elements enhances the realism of architectural surfaces making it ideal for use in archviz projects game engines and physically based rendering pipelines.

The texture’s detailed material composition is expertly translated into multiple PBR channels to maximize visual fidelity and flexibility across different rendering environments. The BaseColor (Albedo) map captures the nuanced transparency and soft color gradations of the glass alongside the true metallic hues of the supporting frame. The Normal map adds subtle surface relief highlighting delicate metal grain fine brushed patterns and the smooth curved contours of the glass. Roughness values are carefully balanced to reflect the glass’s polished low-roughness finish contrasted with the metal frame’s medium roughness and faint wear adding depth and authenticity. The Metallic map distinctly separates metallic regions from non-metallic glass ensuring accurate light reflection and interaction. Ambient Occlusion enhances shadow depth around crevices and edges of the frame while Height and Displacement maps emphasize the thickness of the glass and the contours of the metal framework improving parallax effects and tactile surface realism.

Rendered at an ultra-high resolution of up to 8K this seamless PBR texture guarantees crisp detail even when viewed up close or tiled across large surfaces without visible repetition or seams. It is fully optimized for seamless integration with popular 3D platforms such as Blender Unreal Engine and Unity supporting consistent physically based rendering workflows. For optimal results adjusting the UV scale is recommended to maintain proportional grain size and preserve fine surface details on the metallic frame. Additionally fine-tuning roughness values allows precise control over the balance between the glossy reflective glass and the textured metal surfaces enhancing the material’s authenticity and visual impact in architectural and game design scenes.

Overall this meticulously crafted glass and metal window texture offers a versatile and high-quality solution for simulating realistic window surfaces in a variety of digital workflows. Its expertly designed base materials combined with advanced layering and surface finishing techniques deliver consistent color responses natural weathering effects and detailed surface contours. This comprehensive PBR setup ensures physically accurate lighting and reflections making it a dependable choice for professionals seeking authentic metallic glass window materials in architectural visualization game development and other realistic 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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