White Rough Plaster — Chipped Damaged Rough Outdoor Indoor Dirty — PBR seamless 3D texture free download

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

Preview — White Rough Plaster — Chipped Damaged Rough Outdoor Indoor Dirty — PBR seamless 3D texture

IDwhite-rough-plaster-broken-chipped-damaged-rough-plaster-concrete-man-made
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This white rough plaster texture is a precise digital replication of a man-made plaster concrete surface exhibiting distinct broken chipped and damaged characteristics commonly found on both indoor and outdoor walls exposed to natural wear and environmental weathering. The material’s base substrate primarily consists of mineral aggregates finely bound by cementitious adhesives resulting in a porous and coarse finish that authentically captures the tactile feel of rough plaster concrete. Variations in aggregate size and subtle grain orientations create irregularities and natural imperfections across the surface while mineral-based pigments and oxide layers impart the characteristic white coloration. Over time accumulated dirt and grime enhance the rough plaster’s weathered and dirty appearance adding depth and realism that reflect the gradual aging process of plaster walls subjected to diverse environmental conditions.

This seamless 3D texture is fully optimized as a physically based rendering (PBR) asset and includes all essential maps needed for realistic material representation. The Albedo (BaseColor) map portrays the white plaster with its natural discoloration and embedded dirt layers while the Normal map emphasizes fine surface relief highlighting the broken and chipped details without increasing mesh complexity. The Roughness map varies across the surface to simulate contrasts between smoother patched areas and rough exposed mineral aggregates creating authentic light diffusion. Consistent with non-metallic plaster concrete materials the Metallic map remains minimal and the Ambient Occlusion map enhances shadowing within crevices and cracks adding dimensionality. The Height/Displacement map provides accurate elevation data to support parallax and tessellation effects enriching the perceived depth on flat surfaces.

Available in high-resolution 4K with an optional 8K version this tileable white rough plaster PBR texture is compatible with Blender Unreal Engine and Unity making it ideal for a wide range of professional digital content creation projects including architectural visualization game development and virtual environments. For best results it is recommended to carefully adjust the UV scale to match the real-world dimensions of plaster walls and fine-tune roughness values to balance light scattering and highlight retention—particularly when replicating wet or heavily soiled surfaces. Utilizing the Height map to add subtle parallax effects can significantly enhance surface depth and realism without compromising performance ensuring this texture remains a versatile and physically based solution for both indoor and outdoor wall surfaces.

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.