Concrete Stone — Stone Embedded Concrete Wall Rock Concrete — PBR seamless 3D texture free download

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

Preview — Concrete Stone — Stone Embedded Concrete Wall Rock Concrete — PBR seamless 3D texture

IDstone-embedded-concrete-rough-weathered-wall-rock-concrete-stone
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This stone embedded concrete texture presents a meticulously crafted weathered surface where natural rocks are firmly integrated within a coarse rough concrete matrix. The base substrate is composed of a mineral-rich cement binder that acts as a strong adhesive holding together a diverse assortment of stone aggregates varying from fine to medium grain sizes. This combination results in a naturally porous plaster concrete finish characteristic of outdoor man-made walls such as fortress walls castle facades dungeon interiors and rugged fort exteriors. The stonework is enhanced by subtle oxide layers and earthy pigments which impart muted hues of soft greys dusty browns and natural stone tones reflecting prolonged exposure to outdoor weathering and environmental effects that add authentic depth and visual complexity to the surface.

In terms of physically based rendering (PBR) this seamless 3D texture includes a full set of optimized maps to ensure photorealistic results across various digital content creation platforms. The Albedo (BaseColor) map accurately depicts the interplay between the cementitious binder and the embedded stones balancing light grey cement with dark richly colored rocks. The Normal map simulates intricate surface details such as micro-bumps crevices and rough stone edges adding depth and tactile realism without increasing polygon count. The Roughness map differentiates between the porous coarse cement binder and the smoother stone surfaces allowing for realistic light scattering and reflections. Ambient Occlusion enhances shadowing within crevices and porous areas reinforcing volumetric depth. The Height (Displacement) map captures subtle elevation differences that emphasize stone protrusions and surface relief which is essential for parallax effects and enhancing realism in modern rendering workflows.

Offered primarily in 4K resolution with an optional ultra-detailed 8K version this physically based tileable texture supports formats such as PNG and EXR and is fully compatible with Blender Unreal Engine and Unity. It conforms to the metal/rough workflow ensuring consistent reliable shading for realistic stone embedded concrete materials in exterior and interior scenes alike. Ideal for creating authentic stonework on fortress walls castle stone facades dungeon interiors and fort exteriors this material excels in delivering natural roughness weathered textures and the rugged charm of outdoor man-made plaster concrete surfaces.

For optimal results it is recommended to carefully adjust the UV scale to maintain the natural grain size of the stones and prevent visible repetition that can reduce realism. Additionally fine-tuning the roughness map allows adaptation to varying lighting conditions—from sunlit outdoor environments to dimly lit dungeon interiors—enhancing the authenticity of the stone embedded concrete surface. Applying subtle height-based parallax displacement further accentuates the relief and depth of the embedded rocks contributing to immersive and believable environments where stone embedded concrete plays a crucial visual role.

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.