Rough Even Plastered — Albedo Normal Roughness Normal Roughness Height — PBR seamless 3D texture free download

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

Preview — Rough Even Plastered — Albedo Normal Roughness Normal Roughness Height — PBR seamless 3D texture

IDplaster-grey-04-rough-even-plastered-plaster-concrete-wall-man-made
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rough Even Plastered texture represents a meticulously crafted plaster concrete surface embodying a man-made wall finish that balances ruggedness with uniformity. The base substrate simulates a mineral-rich plaster grey 04 mix composed primarily of fine aggregates bound by cementitious adhesives that create a dense yet breathable matrix. This combination results in subtle porosity and light weathering effects enhancing realism while preserving an even clean surface appearance suitable for both indoor and outdoor environments. The surface finish is matte and slightly rough reflecting natural plaster with minimal gloss or polish and the coloration stems from carefully calibrated oxide pigments delivering consistent grey tones without artificial saturation.

In the PBR workflow these material qualities translate into distinct texture maps that ensure physically based rendering accuracy across various digital content creation tools and game engines. The Albedo map captures the base color with neutral plaster grey 04 hues and subtle shading variations while the Normal map encodes micro-details of the plaster’s uneven yet controlled surface geometry enhancing light interaction and depth perception. The Roughness channel reflects the surface’s balanced texture—neither overly smooth nor excessively coarse—providing consistent scattering of highlights. The Ambient Occlusion map emphasizes crevices and micro-shadows reinforcing depth in tight areas and the Height map delivers fine displacement data to simulate subtle relief and weathered imperfections without harsh edges. Metallic data is omitted reflecting the non-metallic mineral-based nature of plaster.

Optimized for modern pipelines this seamless 3D texture is delivered in 4K resolution with an optional 8K upgrade ensuring high fidelity for detailed close-ups and high-end rendering scenarios. It is fully tileable and compatible with Blender Unreal Engine and Unity supporting the metal/rough workflow and calibrated to provide consistent shading across real-time and offline renderers. The texture’s balance of detail and performance ensures reliable results across digital content creation suites and game engines without the need for manual tweaking. For practical use it is recommended to carefully adjust the UV scale to maintain the even plaster texture’s natural repetition and to fine-tune the roughness map to achieve the desired level of surface reflectivity depending on lighting conditions and scene context.

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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