Seamless 3d texture pbr 8K of aged plaster wall with rough plaster surface photorealistic free download

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

Preview — Seamless 3d texture pbr 8K of aged plaster wall with rough plaster surface photorealistic

IDseamless-3d-texture-pbr-8k-of-aged-plaster-wall-with-rough-plaster-surface-photorealistic
Wall
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases an exquisitely detailed aged plaster wall surface rendered in photorealistic 8K resolution to capture the intricate material qualities and geometric complexity of weathered plaster. The base substrate primarily consists of a cementitious or lime-based plaster traditionally composed of fine mineral aggregates such as sand and fillers which are bound together by calcium silicate or lime-based binders. Over time natural weathering processes have produced a rough plaster surface characterized by subtle cracks small pits and mild erosion enhancing the organic and irregular texture typical of aged plaster. Its matte porous finish reflects the unpolished and natural state of the material avoiding any manufactured or uniform patterns while emphasizing the tactile and visual depth that defines authentic rough plaster walls.

Within the PBR workflow this aged plaster texture is carefully mapped across multiple channels to ensure maximum realism and physical accuracy. The BaseColor (Albedo) map features muted off-white shades soft grays and faint beige tones derived from natural mineral pigments and environmental discoloration accumulated over time. The Normal map encodes the fine relief of the plaster surface capturing shallow fissures raised grains and subtle surface imperfections that enhance the perception of roughness and unevenness. The Roughness channel conveys the surface’s non-reflective matte quality while the Metallic map remains close to zero consistent with the non-metallic nature of plaster. Ambient Occlusion highlights crevices and recessed areas adding depth and emphasizing the weathered deterioration and the Height/Displacement map accurately represents the subtle undulations and cracks allowing realistic light interaction and parallax effects in rendered scenes.

Rendered at an impressive seamless 8K resolution this 3D texture preserves exceptional detail even when applied to large surfaces making it fully compatible and unreal blender ready for use in Blender Unreal Engine and Unity. The seamless design eliminates visible tiling artifacts maintaining the natural randomness and organic feel of aged plaster walls. For optimal results it is recommended to adjust the UV scale to prevent over-repetition and preserve the authentic rough plaster appearance. Additionally fine-tuning the Roughness map can simulate varying levels of surface wear—from smoother restored areas to heavily weathered patches—while blending Height and Normal maps enhances depth perception without excessive geometry displacement balancing visual fidelity with performance efficiency in real-time applications.

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.