This Archviz Panel Substance Designer Wood seamless PBR texture is meticulously crafted to embody a high-quality wooden panel material ideal for physically based rendering workflows in architectural visualization. The base substrate consists of natural wood featuring an organic grain orientation that follows the natural growth patterns of the tree combined with subtle porosity that adds realistic tactile depth to the surface. Fine wood fibers and intricate variations in color are captured with great precision enhanced by carefully balanced pigments that replicate the warm rich hues typical of untreated or lightly sanded wood panels. The surface finish presents a matte appearance with a gentle satin sheen simulating the effect of a lightly brushed or sanded panel often used in archviz projects. This authentic representation of wood’s natural composition is consistently reflected across all PBR channels ensuring superior realism across diverse rendering engines and visualization workflows.
The comprehensive PBR texture set includes all essential maps required for modern rendering applications. The BaseColor (Albedo) map conveys the natural wood hues and subtle shifts in tone caused by grain patterns and knots while the Normal map introduces fine surface relief and directional fiber details to simulate realistic light interaction. The Roughness map defines a semi-smooth finish balancing soft specular highlights without glossiness perfectly mimicking a lightly finished wood surface. The Metallic map remains flat black accurately reflecting wood’s non-metallic nature. Ambient Occlusion enhances the depth perception in crevices and grain intersections adding convincing shadowing effects. Height or Displacement maps provide nuanced surface topology supporting parallax and displacement effects to elevate dimensionality and tactile realism. This seamless texture set is designed to tile flawlessly across large architectural panels making it suitable for use in Blender Unreal Engine Unity and other game and rendering environments.
Rendered in resolutions up to 8K this texture guarantees crisp detail even on close-up views or expansive surfaces ensuring visual fidelity in demanding archviz scenes. When applying the texture it is recommended to carefully adjust the UV scale to maintain the natural proportions of the wood grain preventing repetitive patterns that can detract from realism. Additionally fine-tuning the roughness parameter allows adaptation of the surface finish to various lighting conditions simulating anything from freshly sanded wood to a slightly weathered panel. Proper attention to color space and gamma settings during project setup will help preserve the authentic warm tones and contrast of the wood ensuring consistent results across diverse platforms and rendering workflows.
Overall this Archviz Panel Substance Designer Wood seamless PBR texture is a versatile expertly crafted material designed to meet the high standards of professional architectural visualization game development and rendering projects. Its natural wooden base substrate detailed grain orientation subtle porosity and balanced pigments combine to create a realistic surface finish that enhances the authenticity of wood panels in digital environments. The full suite of PBR maps high resolution and seamless tiling capabilities make this texture an invaluable asset for achieving realistic high-quality wood surfaces within a wide range of archviz visualization workflows and rendering engines.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo → Base Color
roughness → Roughness
metallic → Metallic (for wood this often stays near 0)
normal → Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height → Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height → Height.
- 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:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
