Archviz Grill Metal Plate Sci Scifi Substance — Seamless PBR Texture free download

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

Preview — Archviz Grill Metal Plate Sci Scifi Substance — Seamless PBR Texture

IDarchviz-grill-metal-plate-sci-scifi-substance
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Grill Metal Plate Sci Scifi Substance is a meticulously crafted seamless PBR texture designed specifically for physically based rendering workflows. The material simulates a futuristic metal plate commonly found in sci-fi environments featuring a durable metallic base substrate with a finely detailed surface finish evocative of brushed and slightly oxidized steel. The composition includes subtle grain orientation and minor weathering effects that add realism without compromising the seamless tileability. Colorants in the form of oxide layers and light corrosion impart a consistent but complex color response enabling a rich base color that translates naturally across different lighting conditions. This texture set contains all essential PBR maps—BaseColor/Albedo Normal Roughness Metallic Ambient Occlusion and Height/Displacement—carefully calibrated to replicate the intricate interplay of light on metal surfaces including micro-scratches and subtle surface imperfections.

Each map in this Substance Designer-created texture contributes to the material’s authenticity: the BaseColor channel presents a true-to-life metallic hue with sci-fi-inspired accents while the Normal map emphasizes fine surface details and grain directionality. The Roughness map controls the finish’s reflectivity balancing polished highlights with matte weathered patches to simulate realistic wear. Meanwhile the Metallic channel defines the metal’s conductive properties ensuring accurate light reflection typical of engineered plates. Ambient Occlusion enhances depth perception by darkening crevices and edges and the Height/Displacement map adds dimensionality for advanced rendering techniques promoting enhanced realism in close-up views. This texture is curated for high performance and visual fidelity at resolutions up to 8K making it ideal for demanding archviz scenes real-time applications and offline rendering pipelines.

Optimized for seamless tiling this material is fully compatible with popular engines and software such as Blender Unreal Engine and Unity. When integrating this grill metal plate texture into your project it’s recommended to verify your color space and gamma settings to maintain consistency with your workflow. For best results in sci-fi or architectural visualization projects adjust the UV scale to prevent repetition artifacts and fine-tune the roughness map to achieve the desired balance between gloss and wear. The height map can be subtly enhanced to simulate realistic parallax effects without compromising performance. This versatile texture is suitable for a wide range of applications from detailed close-ups in visualization to expansive surfaces in game environments providing a high-quality foundation for any metal surface representation.

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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