Archviz Grill Metal Plate Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Grill Metal Plate Substance Designer — Seamless PBR Texture

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

This Archviz Grill Metal Plate Substance Designer texture is a meticulously crafted seamless PBR material tailored specifically for architectural visualization and design projects. The base substrate is a durable metal alloy characterized by a subtly brushed finish that reveals the metal’s natural grain orientation and mild surface wear typical of grill plates found in both architectural and industrial contexts. The surface composition reflects slight oxidation and natural weathering effects with colorants derived from layered oxide films that introduce rich variations in tone and depth. Organic details such as adhesive residues and minor scratches are distributed naturally across the plate enhancing realism while maintaining visual continuity. These surface nuances are accurately captured and translated across the PBR channels to ensure authentic material interaction under diverse lighting conditions.

The PBR texture set includes all essential maps required for physically based rendering workflows. The BaseColor map presents warm gray metallic hues infused with subtle color shifts caused by oxidation and surface impurities. The Normal map captures fine grain patterns and shallow dents giving the plate its distinctive tactile quality. Roughness values are carefully calibrated to reflect a semi-polished surface with slight wear balancing specular highlights and diffuse scattering for a convincing metallic look. The Metallic map confirms the high metal content with values nearing full conductivity while Ambient Occlusion enhances depth perception in crevices and scratches. Height and Displacement maps provide precise surface relief enabling enhanced parallax effects and realistic shadowing in real-time and offline renderers like Blender Unreal Engine and Unity. With a resolution up to 8K this texture supports exceptional detail even when tiled over large surfaces making it ideal for expansive grill panels or metal plate installations in archviz scenes and game environments.

To maximize realism when applying this metal plate texture it is advisable to carefully adjust the UV scale to prevent repetitive patterns and fine-tune the roughness map to achieve the desired glossiness especially for close-up shots where surface imperfections become more pronounced. Matching the color space and gamma settings to your project’s workflow ensures color accuracy and material fidelity throughout your visualization. This seamless texture’s robust design and comprehensive PBR channels make it a versatile and reliable choice for any architectural or industrial metal surface application in your creative 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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