Ceramic Tiles Roof — Ceramic Roof Tiles Roof Old — PBR seamless 3D texture free download

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

Preview — Ceramic Tiles Roof — Ceramic Roof Tiles Roof Old — PBR seamless 3D texture

IDceramic-roof-01-ceramic-tiles-roof-old-city-moss
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This ceramic tiles roof texture represents an expertly crafted seamless 3D material designed to replicate the authentic appearance of old ceramic roofing found in urban and outdoor environments. The base composition is grounded in natural ceramic substrates consisting primarily of mineral clays fired at high temperatures to achieve durability and characteristic hardness. These tiles often exhibit subtle weathering effects including moss growth and dirt accumulation which add to their aged man-made charm. The texture captures this through finely tuned albedo maps rich with color variations from oxide pigments and natural mineral inclusions reflecting the typical warm reds browns and earthy tones of ceramic roof 01 materials. The surface finish balances between matte and slightly roughened simulating years of outdoor exposure and the inherent porosity of fired clay tiles which naturally absorb and scatter light in nuanced ways.

In the PBR workflow this texture pack includes comprehensive maps that bring the ceramic roofing to life across digital content creation tools like Blender Unreal Engine and Unity. The Normal map encodes subtle grain and tile edge details that enhance the three-dimensional feel without relying on geometry while the Roughness channel carefully defines the surface’s variable reflectivity illustrating areas of worn glaze and exposed ceramic. Height and displacement maps provide realistic depth cues for tile overlaps and weathered surface imperfections ideal for parallax or tessellation effects. The Ambient Occlusion map adds soft shadowing in crevices highlighting the texture’s intricate relief and contributing to consistent shading in real-time and offline renderers. Metallic values remain low or zero emphasizing the non-metallic ceramic nature of the material. High-resolution 4K textures are standard with an optional 8K upgrade available for high-end visualization projects requiring exceptional detail fidelity.

This physically based tileable texture is optimized for modern pipelines delivering reliable balanced results without manual tweaking whether used in city-scale roofing scenes or close-up architectural renders. It is particularly suited for recreating the worn moss-laden roofing surfaces seen in older urban environments with accurate representation of natural dirt and weathering effects. For best results adjusting the UV scale to match the typical tile dimensions and fine-tuning the roughness map can enhance realism by controlling the specular highlights and glossiness. The height map can be leveraged to introduce subtle parallax displacement adding depth to the tile edges and moss patches enriching the outdoor roofing appearance in both game engines and DCC applications.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.