Figure 5.20 - Tilling control
In some textures, you will also find additional maps like Displacement
and AO (Ambient Occlusion). Those maps connect with specific input
sockets for the Principled BSDF.
The Ambient Occlusion connects to the Base Color, where you will need
to use a MixRGB Node from the Color group to blend it with the color
map (Figure 5.21). For the MixRGB, use the Multiply option.