Dirty Styrofoam Polystyrene | Free PBR free download

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

Preview — Dirty Styrofoam Polystyrene | Free PBR

IDdirty-styrofoam-polystyrene-free-pbr
Plastic
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Dirty Styrofoam Polystyrene texture presents a high-quality, seamless PBR material that accurately portrays expanded polystyrene foam in its weathered and used state. The base substrate is a lightweight polymer composed of tiny, closed-cell beads fused together, forming a porous and rough surface structure. This granular texture is marked by visible grain patterns and micro-cracks caused by aging and prolonged exposure to environmental factors. The surface finish is matte and irregular, reflecting the typical appearance of styrofoam that has accumulated dirt and subtle discoloration over time. The polymer binder, combined with air pockets trapped within the foam’s cellular structure, interacts with embedded grime to produce a complex, tactile surface ideal for realistic 3D rendering of dirty or aged foam objects.

In the PBR workflow, the BaseColor (Albedo) channel captures the off-white to slightly yellowed tones characteristic of aged polystyrene, enhanced by scattered dark dirt patches that add depth and authenticity. The Normal map accentuates the uneven bead formation and porous grain orientation, enabling detailed light interaction to emphasize surface irregularities. Roughness values are varied across the texture: higher roughness corresponds to dirtier, more weathered areas, while smoother foam beads exhibit lower roughness, contributing to a balanced matte finish. The Metallic channel remains near zero, accurately reflecting the non-metallic nature of the polymer foam. Ambient Occlusion enhances the perception of crevices and micro-cavities between the fused beads, while the Height/Displacement map conveys subtle elevation changes, improving parallax effects and enhancing the surface’s three-dimensional realism.

Rendered at up to 8K resolution, this texture is optimized for use in popular 3D engines and software such as Blender, Unreal Engine, and Unity, ensuring ultra-detailed close-up visuals and scalable application in large environments. For best results, it is recommended to carefully adjust the UV scale to match the physical dimensions of styrofoam objects within your scene. Additionally, fine-tuning the roughness channel allows precise control over the balance between diffuse and specular reflections, enhancing realism. Employing the height map with parallax occlusion mapping can significantly improve depth perception on flat surfaces, making the material appear more tactile and authentic under varying lighting conditions.

Overall, this Dirty Styrofoam Polystyrene Free PBR texture offers a physically accurate and versatile material solution for artists and designers aiming to replicate the unique weathered, porous, and dirty appearance of expanded polystyrene foam. Its detailed channel mapping and faithful representation of polymer composition ensure seamless integration into diverse projects requiring realistic, aged foam surfaces with natural dirt accumulation and rough, matte finishes.

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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