Plastered Stone Wall — Plastered Crumbling Stone Plaster Cement Rocks — PBR seamless 3D texture free download

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

Preview — Plastered Stone Wall — Plastered Crumbling Stone Plaster Cement Rocks — PBR seamless 3D texture

IDplastered-stone-wall-rough-weathered-chipped-wall-damaged-cracked
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This plastered stone wall texture captures the intricate details of a weathered crumbling exterior surface composed primarily of natural stone rocks embedded in a plaster concrete matrix. The base substrate consists of rough mineral stone aggregates bound by a cementitious plaster exhibiting typical characteristics of a man-made plaster-concrete finish. Over time environmental exposure has imparted signs of aging such as chipped edges cracked cement joints scuffed plaster surfaces and discolored patches resulting in a richly worn appearance. The surface finish balances areas of roughness with occasional smoother plastered regions reflecting subtle variations in porosity and erosion. Natural oxide pigments and mineral colorants contribute to an authentic muted palette that enhances the material’s realism in any 3D scene or game environment.

This physically based rendering (PBR) texture set includes meticulously crafted maps essential for accurate shading and lighting fidelity. The Albedo (BaseColor) map reveals the complex interplay of stone plaster and cement color tones while the Normal map encodes fine surface relief such as cracks chips and scuffs that define the rough uneven texture. The Roughness channel controls the balance between matte plaster and slightly glossier stone and cement patches emphasizing the worn and weathered finish. Ambient Occlusion adds depth to crevices and damaged areas enhancing the perception of layered material aging. The Height (Displacement) map supports realistic depth effects for chipped and crumbling sections allowing for enhanced parallax or tessellation in 3D engines. The texture set follows a metal/rough workflow with zero metallic values optimized for consistent results across Blender Unreal Engine and Unity.

Provided in seamless 4K resolution with an optional 8K upgrade for high-end rendering workflows this tileable plastered stone wall material is designed for modern production pipelines. Its optimized calibration ensures reliable shading without the need for manual tweaks delivering balanced detail and performance across diverse digital content creation software and real-time game engines. This enables artists and developers to achieve a natural exterior wall look with minimal setup perfect for architectural visualization environment design or historical reconstruction projects.

For best results it is recommended to carefully adjust the UV scale to maintain the texture’s realistic grain size and to fine-tune the roughness map to emphasize the contrast between the plaster’s matte finish and the slightly glossier stone and cement components. Utilizing the height map for subtle parallax effects can greatly enhance the perceived depth of cracks and chipped areas adding further realism to your scenes.

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.