This dirty PVC texture seamless high resolution up to 8k is an AI-generated material designed to replicate the complex surface characteristics of weathered polyvinyl chloride, a versatile synthetic polymer widely used in industrial and architectural applications. The texture captures the polymer’s slightly porous substrate, with subtle accumulations of dirt and grime embedded in the surface microstructure. The composition reflects the inherent plasticity of PVC, featuring a fine grain orientation and a semi-matte finish that retains faint surface irregularities from wear and exposure. Pigments and oxide layers contribute muted, earthy tones that simulate natural discoloration and fading, while the adhesive binders within the polymer matrix contribute to the texture’s cohesive yet slightly rough feel. This combination results in a convincingly realistic plastic texture suitable for diverse 3D workflows.
In terms of PBR channels, the BaseColor or Albedo map faithfully renders the muted, dirty hues and nuanced color shifts caused by surface deposits and aging. The Normal map encodes the subtle bumps and indentations characteristic of worn PVC, adding depth and tactile variation without harsh edges. Roughness values are carefully calibrated to reflect the semi-glossy, weathered finish—offering balanced light scattering that prevents the surface from appearing overly polished or flat. The Metallic channel remains minimal, consistent with the non-metallic nature of plastic, while Ambient Occlusion enhances shadowing in crevices and worn areas, increasing realism. Height or Displacement maps accentuate fine surface breakups and grime layers, useful for advanced rendering and parallax effects.
With a maximum resolution of 8k, this tileable dirty PVC texture seamless high resolution up to 8k is optimized for high-fidelity applications such as real-time scenes in Unreal Engine and Unity, as well as cinematic renders and detailed level dressing in Blender. Its seamless design ensures flawless repetition across large surfaces without visible seams or distortion, making it an excellent choice for realistic plastic textures in architectural visualizations, product design, and environmental modeling. For best results, consider adjusting UV scale to match the physical dimensions of your object and lightly tuning the roughness channel to achieve the desired balance between cleanliness and weathering. Combining this texture with subtle ambient occlusion and a soft normal pass can further enhance surface complexity without introducing excessive sharpness.
This seamless dirty PVC texture offers a high resolution up to 8k, featuring detailed AI-generated patterns that enhance its PBR appearance for accurate 3D preview and realistic material composition.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
