Ultimate Collection Of 12 High-Resolution Pbr Wall Textures – A Creative Asset For 3D Artists
Importing the PBR Texture(s)
To use any of the PBR Texture in the respective folder of the texture pack you have to enable the add-on node wrangler (Edit > Preferences > add-on > node wrangler). After you've done this you can simply select your Principled BSDF and press CTRL + SHIFT + T and then it will open a file view window from there you can locate your texture folder and select all the maps in the folder and click on Principled Texture Setup and it will import the textures and create a node setup for the respected textures. And yeah... your texture material is ready to use on any object you like.
Customizing the Shader
Each of the textures is built upon different maps. And this node group can be highly customized as per your specific needs.
These are the followings maps You get with this pack:
Diffuse: A color socket for plugging in a diffuse texture map.
you can use ant color nodes like hue/saturation, RGB curves, and Color ramp to make changes in the main color of the material.
Specular: Color socket for plugging in a specular texture map.
you can plug a color ramp between the spec node so you can tweak the black and white values of the map which directly effect the specularity of the materials, white areas are specular and black areas are nonspecular as per the respective map. (0.0 = pure diffuse, and 1.0 = pure spec)
Roughness: Multiplier for specular component's roughness (clarity of reflections). Higher values mean blurrier reflections. lower values mean clearer, mirror-like reflections or like a mobile phone screen. Note that the Spec map values slightly effect roughness.
same as the specular map you can plug a color ramp between the roughness node so you can tweak the black and white values of the map which directly effect the roughness of the materials.
Normal: Color socket for plugging in a standard normal texture map, like you have to use a Normal map node in between the map and the Principled BSDF shader node to make it work properly.
Normal Strength: Intensity of the normal map's effect as per your need how much normal is required to your respective material.
Height: Color socket for plugging in a black and white height/bump map.
you can use have to connect the heightmap to the height input of the bump map and then the normal output of the bump map node goes directly to the normal in the Principled BSDF shader. A heightmap is also used to displace your geometry.
Height Strength: Intensity of the height/bump map's effect.
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