Archviz Coffers Pattern Substance Designer Wall Wood — Seamless PBR Texture free download

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

Preview — Archviz Coffers Pattern Substance Designer Wall Wood — Seamless PBR Texture

IDarchviz-coffers-pattern-substance-designer-wall-wood
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Coffers Pattern Substance Designer Wall Wood texture is expertly developed as a seamless physically based rendering (PBR) material tailored for high-quality architectural visualization game engine integration and both real-time and offline rendering workflows. The base substrate consists of natural wood characterized by a rich and well-defined grain orientation that conveys authenticity and depth. Subtle organic porosity is visible throughout the surface enhancing the tactile realism of the material. The finish mimics a lightly polished wood panel preserving a warm inviting feel with moderate reflectivity that avoids excessive gloss ensuring the texture reads naturally under varied lighting conditions. The BaseColor/Albedo map accurately captures natural pigments and wood color variations including slight aging and tonal shifts which contribute to the visual complexity of the coffers pattern on the wall surface.

The texture set includes essential PBR channels fundamental to modern rendering engines: the Normal map reveals detailed wood grain and the precise contours of the coffered panels enabling realistic light interaction and surface nuance. The Roughness map articulates varying smoothness levels across the wood finish simulating the subtle interplay between polished and matte areas typical of treated wood. The Metallic channel remains minimal reflecting the fully organic non-metallic nature of the wood material. Ambient Occlusion emphasizes recessed sections within the coffered pattern adding depth and spatial definition in rendered environments. The Height or Displacement map conveys fine relief details of the wooden panels supporting enhanced parallax and displacement effects in popular engines such as Unreal Engine and Unity.

Created at an impressive resolution of up to 8K this wall wood texture maintains crisp intricate details even when applied over large surfaces making it ideal for expansive architectural visualization projects. It is fully compatible with leading 3D software like Blender Unreal Engine and Unity ensuring color space and gamma consistency for seamless integration into various pipelines. For optimal realism it is recommended to carefully manage the UV scaling to preserve the proportionality of the coffers pattern and to fine-tune the roughness map according to specific lighting conditions and desired surface reflectivity. This approach helps achieve a balanced natural wood appearance that harmonizes with diverse architectural styles and lighting setups.

Overall this Substance Designer wall wood material exemplifies meticulous craftsmanship and detailed composition crucial for professional archviz workflows. Its comprehensive PBR channel setup—highlighting wood grain structure subtle surface porosity and a lightly polished finish—makes it a versatile and reliable choice for creating authentic wooden wall panels with depth and realism. The texture’s consistent color response and organic surface qualities support a wide range of projects delivering a high level of physical accuracy and visual fidelity across real-time and offline rendering platforms.

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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