Archviz Danger Metal Metallic Poison Sign Substance — Seamless PBR Texture free download

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

Preview — Archviz Danger Metal Metallic Poison Sign Substance — Seamless PBR Texture

IDarchviz-danger-metal-metallic-poison-sign-substance
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Danger Metal Metallic Poison Sign Substance is a meticulously crafted seamless PBR texture designed for physically based rendering workflows. The material replicates a weathered metal substrate commonly used in warning signs featuring a durable metallic base with subtle oxidation and wear patterns that evoke realism and age. The surface finish blends brushed metal with slight corrosion while the color response remains consistent across the texture showcasing a muted steel-gray tone punctuated by warning pigments and oxidized layers that simulate hazardous poison signage. Fine grain orientation and micro-scratches add tactile detail contributing to the surface’s porosity and imperfect reflectivity typical of outdoor metal signs exposed to the elements. Adhesive residue and faint paint chipping are subtly integrated to enrich the authenticity of this designer substance.

In the PBR channels the BaseColor/Albedo map captures the nuanced color variations of the metallic surface including the faded warning pigments and oxidized areas while the Normal map provides finely detailed surface irregularities such as scratches dents and embossed lettering typical of danger signs. The Roughness map balances smooth metallic reflections with rougher weathered patches accurately representing the interplay between polished and corroded metal finishes. The Metallic map emphasizes the underlying metal substrate’s reflectivity while Ambient Occlusion enhances the depth and shadowing in crevices and around sign edges. The Height/Displacement map offers subtle relief for embossing and surface imperfections adding dimensionality in real-time and offline renderers alike. All maps are provided at up to 8K resolution ensuring crisp detail for close-up archviz renders game engines and visualization projects.

Prepared with compatibility for Blender Unreal Engine and Unity this seamless texture is ideal for large-scale tiling applications without visible seams or color shifts making it perfect for architectural visualization game asset creation and industrial design. To optimize realism it’s recommended to adjust UV scale carefully to avoid pattern repetition and to fine-tune the roughness channel to balance the metallic sheen with weathered dullness depending on the scene lighting. Verifying correct color space and gamma settings ensures the material integrates seamlessly into diverse rendering pipelines. This high-quality licensed substance offers designers a versatile and reliable resource for realistic danger metal signage in archviz and beyond.

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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