This seamless 3D texture wallpaper combines the organic character of rustic wood grain with a coarse roughcast plaster finish, creating a richly detailed surface ideal for both rustic and industrial interior designs. The base material is primarily aged hardwood planks, showcasing pronounced grain patterns and natural weathering effects such as cracks, knots, and subtle surface irregularities. These wooden elements form the underlying geometric pattern, arranged in horizontal planks with visible seams and slight relief variations that emphasize depth and tactile realism. Overlaid on this wood substrate is a roughcast plaster layer, characterized by uneven aggregates and a porous, matte surface that contrasts with the smoother wood beneath. The plaster’s coarse texture includes fine mineral grains and tiny air pockets, contributing to its diffuse scattering properties and enhancing the visual complexity of the wallpaper.
The composition of this texture involves a wooden plank substrate bound by natural lignin and cellulose fibers, giving the base its structural rigidity and fibrous grain. The roughcast plaster layer consists of a mineral-rich binder such as lime or cement mixed with sand and small stone aggregates, creating a rugged, uneven finish. The plaster’s porosity and micro-roughness result from the aggregate size distribution and the application technique, which leaves a slightly abrasive surface texture. Colorants are naturally derived, with warm brown and ochre tones in the wood contrasting against the neutral gray-beige plaster, both captured in the BaseColor (Albedo) channel. The Normal map encodes the fine surface details of the wood grain and plaster roughness, while the Height/Displacement map accentuates the relief of the planks and the uneven plaster aggregates, enhancing depth perception under dynamic lighting.
Roughness values vary across the texture, with the plaster exhibiting high roughness due to its matte, porous nature, and the wood grain showing moderate roughness that reflects subtle specular highlights from varnished or worn surfaces. The Metallic channel remains near zero, as both wood and plaster are non-metallic materials. Ambient Occlusion maps are used to emphasize shadows within the wood grain crevices and the uneven plaster surface, increasing realism by simulating soft occlusion in recessed areas. The final texture is rendered at an 8K resolution, capturing intricate micro-details and ensuring crisp visuals even in close-up views, making it fully compatible and optimized for use in Blender, Unreal Engine, and Unity workflows.
For practical application, it is recommended to carefully adjust UV scaling to maintain the natural size of the wood planks and plaster aggregates, avoiding distortion or repetition artifacts. Additionally, fine-tuning the roughness channel can help adapt the texture to different lighting conditions or stylistic preferences, while blending height and normal maps allows for enhanced parallax effects that bring out the tactile qualities of both materials. This texture is well-suited for virtual environments requiring photorealistic wall surfaces with a rustic-industrial aesthetic, providing both visual depth and material authenticity.
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.
