Floor House Wood — Seamless PBR Texture free download

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

Preview — Floor House Wood — Seamless PBR Texture

IDfloor-house-wood
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Floor House Wood texture is a meticulously crafted high-quality seamless PBR material designed specifically for physically based rendering workflows. This texture captures the authentic characteristics of aged hardwood flooring by showcasing a natural wood grain orientation with fine fibers and subtle porosity that reflect the organic base substrate. Composed of natural binders within the wood the surface exhibits slight weathering effects that contribute to its tactile brushed finish. Warm earthy pigments form the color layers delivering a consistent and realistic color response across various lighting conditions. The surface finish balances a moderate gloss with slight roughness accurately mimicking the natural wear and polish seen on well-maintained house floors making it ideal for floor visualizations in architectural projects and game environments alike.

In terms of PBR channel mapping the BaseColor (Albedo) map presents rich true-to-life wood hues and detailed grain patterns without any baked lighting ensuring color accuracy in any scene or renderer. The Normal map enhances the subtle grooves and fine wood fibers providing depth and realism to otherwise flat geometry. Roughness values are carefully calibrated to replicate the semi-polished surface of hardwood allowing realistic light diffusion without excessive shine. As expected for a non-metallic material the Metallic channel remains near zero. The Ambient Occlusion map adds soft shadowing within grain crevices and joints emphasizing the texture’s dimensionality while the Height map supplies fine displacement cues that improve surface relief and parallax effects when supported by renderers. This comprehensive texture set supports up to 8K resolution ensuring ultra-detailed visualization and seamless integration into popular platforms such as Blender’s Cycles Unreal Engine and Unity.

For optimal results adjusting the UV scale according to your project’s spatial context is recommended; enlarging the texture scale helps maintain the natural proportions of the wood grain on expansive floor surfaces. Additionally fine-tuning the roughness parameter allows you to adapt the material’s reflectivity to different lighting setups or stylistic preferences whether aiming for a matte rustic floor or a more polished finish. Ensuring correct color space and gamma settings will preserve the wood’s warm natural color fidelity across all platforms. This Floor House Wood texture offers a versatile and realistic solution for any project requiring authentic wooden floor surfaces combining organic material characteristics with advanced PBR channel mapping to deliver consistent high-quality results across diverse rendering workflows.

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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