Patterned Plaster Wall — Concrete Pattern Patterned Plaster Plastered Concrete — PBR seamless 3D texture free download

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

Preview — Patterned Plaster Wall — Concrete Pattern Patterned Plaster Plastered Concrete — PBR seamless 3D texture

IDpatterned-plaster-wall-plaster-plastered-concrete-pattern-patterned-patterned-co
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This patterned plaster wall texture represents a meticulously crafted composite material combining mineral-based plaster with finely graded aggregates and mineral pigments to create a richly detailed concrete pattern. The base substrate is primarily a cementitious plaster enhanced with subtle embedded fibers that improve durability and add nuanced surface irregularities. The surface finish mimics a slightly rough weathered exterior wall exhibiting natural porosity and gentle wear typical of outdoor concrete plaster. Colorants include earthy oxide pigments that produce a balanced muted palette lending authenticity to the plastered concrete look. This combination results in a texture that captures the complexity of real-world patterned plaster walls emphasizing both the coarse grain and subtle pattern repetition inherent to exterior architectural surfaces.

In the physically based rendering (PBR) workflow this seamless 3D texture is delivered with a full suite of optimized maps designed for high fidelity and versatility. The BaseColor (Albedo) map accurately conveys the natural pigments and subtle color shifts of the plaster and concrete blend free from lighting information to ensure realistic shading. The Normal map enhances surface detail by simulating micro-variations like rough plaster ridges and the patterned concrete’s textured geometry. Roughness maps control the surface reflectivity reflecting the interplay between the rough plaster texture and smoother concrete patches while the Ambient Occlusion (AO) map adds natural shadowing in crevices and depressions. The Height map enables precise displacement or parallax effects emphasizing the tactile depth of the pattern. Metallic channels are minimal or absent consistent with plaster and concrete’s non-metallic nature ensuring physically accurate shading across rendering engines.

Provided in resolutions up to 8K with a standard 4K option this tileable and seamless PBR material is fully compatible and optimized for use in Blender Unreal Engine and Unity. The texture supports the metal/roughness workflow and includes calibrations that guarantee consistent shading and performance both in real-time applications and offline renderers. Its balanced detail and performance make it ideal for exterior wall visualization architectural renders and game environments where realistic plastered concrete surfaces are required without manual tweaking. As a practical tip adjusting the UV scale to slightly enlarge the pattern can enhance visual realism for large exterior walls while fine-tuning the roughness map can help simulate varying weathering effects across different lighting scenarios.

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

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