Ancient Plaster Seamless Texture free download

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

Preview — Ancient Plaster Seamless Texture

IDancient-plaster-seamless-texture
Basic-materials
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Ancient Plaster Seamless Texture is a meticulously crafted AI-generated material designed to replicate the authentic characteristics of aged plaster surfaces. This texture simulates a mineral-rich base substrate composed primarily of lime and fine ceramic aggregates bound together by natural hydraulic lime-based adhesives that create a durable yet porous matrix. The surface exhibits subtle weathering effects including fine micro-cracks and slight erosion which contribute to its visibly rough and matte finish. Pigment variations derived from natural oxide layers and earth-based colorants introduce warm muted tones that emphasize the material’s historic and organic appeal. The interplay of these compositional elements results in a tactile surface with gentle irregularities and a soft diffuse reflection ideal for realistic architectural visualization game environments and detailed product mockups.

In terms of Physically Based Rendering (PBR) channels the Ancient Plaster Seamless Texture delivers an accurate and production-ready representation. The BaseColor or Albedo channel captures the nuanced tonal variations of the plaster’s pigment and mineral inclusions avoiding uniform coloration to enhance realism. The Normal map encodes the micro-detail of the plaster’s grain and surface undulations essential for conveying the texture’s depth and roughness under varied lighting. The Roughness channel defines the matte non-reflective quality of the plaster surface controlling how light scatters softly rather than producing sharp highlights. This texture naturally lacks metallic properties so the Metallic channel remains dark or neutral. Ambient Occlusion maps emphasize the subtle crevices and recessed areas formed by weathering enhancing shadow definition. Finally the Height or Displacement map provides a refined elevation profile of the plaster’s worn surface enabling realistic parallax effects and enhanced depth perception in 3D scenes.

Offered at an ultra-high resolution of up to 8K this tileable ancient plaster seamless texture ensures crisp detail even on expansive surfaces without visible seams or repetition artifacts. Its seamless tiling capability makes it perfectly suited for integration into leading 3D software such as Blender Unreal Engine and Unity facilitating accelerated workflows for both personal and commercial projects. The texture’s consistent structural detail and micro-pattern fidelity were prioritized within the AI generation pipeline to guarantee production-ready results that maintain visual integrity across different lighting conditions and viewing distances.

For optimal results it is recommended to adjust the UV scale appropriately to balance between visible detail and pattern repetition especially in large-scale architectural renders. Additionally fine-tuning the roughness parameter in your material setup can help tailor the plaster’s matte finish to your scene’s lighting rig ensuring the texture remains grounded and believable. Incorporating this ancient plaster seamless texture into your basic-materials library will streamline your material creation process and elevate the authenticity of your 3D visualizations.

The seamless ancient plaster seamless texture offers a realistic AI texture ancient plaster seamless texture with detailed basic-materials textures providing an accurate 3D preview of its PBR appearance for enhanced material composition analysis.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.