White Plaster Rough — Moss Smooth Flat Flat Even Patches — PBR seamless 3D texture free download

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

Preview — White Plaster Rough — Moss Smooth Flat Flat Even Patches — PBR seamless 3D texture

IDwhite-plaster-rough-01-moss-smooth-flat-even-patches-plaster-concrete
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This White Plaster Rough 01 texture is a meticulously crafted seamless 3D material that authentically replicates the intricate composition of man-made outdoor plaster concrete surfaces commonly found on walls and floors. The base substrate consists of a mineral-rich plaster blend dominated by fine-grained calcium sulfate particles which provide a solid yet porous foundation. These mineral components are cohesively bound by durable polymeric and organic adhesives enhancing structural integrity and weather resistance. Within this plaster matrix subtle natural aggregates and finely dispersed moss patches create smooth flat and even surface variations. The inclusion of moss introduces gentle greenish hues and soft organic patterns that simulate natural weathering and growth adding depth and realism to the predominantly white plaster concrete surface without disrupting its seamless tileable nature.

The surface finish features a matte slightly porous texture characteristic of untreated outdoor plaster concrete exhibiting gentle irregularities and soft transitions that enhance visual authenticity while maintaining an overall flat and even appearance. This balanced finish captures the natural interplay between the rough plaster and the smooth moss patches resulting in a lifelike physically based material ideal for environmental modeling and architectural visualizations. The texture’s PBR maps expertly convey these material qualities: the Albedo (BaseColor) channel reflects the soft white plaster tones interspersed with muted green moss patches delivering a natural and harmonious color palette. The Normal map encodes subtle surface details such as the plaster’s gentle undulations and the organic topography of moss creating convincing tactile depth. The Roughness map highlights the smooth yet coarse finish typical of weathered plaster concrete while the Ambient Occlusion (AO) map enhances shadow effects around crevices and moss areas adding dimensionality. The Height/Displacement map provides nuanced relief differences between flat plaster and moss layers reinforcing textural complexity. The Metallic channel remains unused accurately representing the non-metallic nature of the plaster concrete surface.

Available in high-resolution 4K with an optional 8K upgrade this physically based tileable 3D texture is optimized for seamless integration into modern 3D workflows and is fully compatible with Blender Unreal Engine and Unity using standard metal/rough rendering pipelines. Its balanced level of detail ensures excellent performance while maintaining visual realism making it ideal for realistic environmental modeling of man-made outdoor plaster concrete walls and floors. For optimal results it is recommended to carefully adjust the UV scale to preserve the natural size and distribution of moss patches and to fine-tune the roughness values based on specific lighting and weathering conditions. These adjustments help achieve a natural physically based appearance that enhances realism across both real-time and offline rendering engines.

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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