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.