Archviz Cable Hose Metal Metallic Sci Scifi — Seamless PBR Texture free download

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

Preview — Archviz Cable Hose Metal Metallic Sci Scifi — Seamless PBR Texture

IDarchviz-cable-hose-metal-metallic-sci-scifi
Sci-fi
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Cable Hose Metal Metallic Sci Scifi seamless PBR texture is meticulously crafted to replicate the intricate materials found in futuristic industrial cable and hose assemblies commonly seen in sci-fi environments. The base substrate is a durable metal alloy characterized by a slightly oxidized and brushed surface finish that conveys both strength and subtle wear. Fine grain orientation and fiber-like reinforcements within the hose structure are suggested by the texture’s detailed normal and height maps imparting realistic depth and complexity. The metallic elements exhibit a balanced blend of polished and matte areas enhanced by carefully layered oxide pigments that create consistent color response and subtle variations in tone without overpowering the overall design. This results in a visually rich surface that reads as both industrial and high-tech ideal for architectural visualization game engines and real-time rendering workflows.

The texture set includes all essential PBR maps prepared at up to 8K resolution ensuring crisp detail even when used for large-scale tiling. The BaseColor (Albedo) map presents the subtle metallic hues and dark polymer components while the Normal and Height maps capture the fine ridges and cable fibers adding authentic relief and tactile quality. The Roughness map balances areas of gloss and wear replicating the interplay between polished metal and weathered hose surfaces. The Metallic channel emphasizes the conductive metal portions distinctly separating them from the non-metallic polymer or rubber sections. Ambient Occlusion enhances the perceived depth around cable joints and hose crevices providing realism in both offline and real-time renderers such as Blender Unreal Engine and Unity. Users should verify color space and gamma settings to match their project setup for optimal integration.

Designed with flexibility and quality in mind this material supports physically based rendering pipelines across various visualization and game development projects. For best results consider adjusting the UV scale to maintain detail fidelity on larger surfaces and fine-tune the roughness map to achieve the desired balance between reflective metal and matte polymer finishes. The included base layer preview accelerates look development allowing quick assessment of how the cable hose metal texture interacts with lighting and environment. This texture is curated for consistency and ease of use making it a reliable choice for designers and artists aiming to enhance sci-fi and industrial archviz scenes with authentic high-quality materials.

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.