Now no matter what I apply, I still can’t produce same result of PBR as is here Tiles 008 on CC0 Textures. If I could see a working example of my PG I will understand whole concept.
Sorry but i don’t have time. Use Thin Instances - Babylon.js Documentation
You need recreate part of your wall(brick) with details like displacement on geometry with blender or mathematics and with thin instance you can use this geometry like texture with no cost of draw calls. All your geometry with thin instance is 1 drawcall like texture. But in your case on flat wall you need simply normalmap because you don’t see difference
Regarding the file named Tiles008_2K_Displacement, we don’t support displacement mapping but you can still use it for parallax mapping.
To do that, create a png file where rgb=normal.rgb and alpha channel = displacement map (in your case, you can use any of the r, g or b channel of the Tiles008_2K_Displacement.jpg file as they are the same).
Then, use this png file as your bump file in the PG and use:
Here’s a comparison without parallax and with parallax occlusion. The quality is not very good because I could not produce a 2048x2048 bump texture when combining the normal + displacement files (I don’t have the right tools to do that), my bump file is only 256x231: