This seamless 3D texture showcases a rough plaster surface characterized by fine natural cracks and a chalky matte finish, captured in stunning 8K resolution. The base substrate of this plaster is mineral-based, composed primarily of calcium silicate and lime, which provides a porous yet durable foundation. This mineral matrix is bound together with organic adhesives and fine aggregates, including minute sand grains and fibrous inclusions, which contribute to the subtle textural variations and realistic weathered appearance. The surface exhibits slight erosion and natural aging effects, revealing delicate fissures and an uneven grain orientation that enhance the tactile authenticity. The chalky matte finish results from a combination of pigment dispersion and surface porosity, delivering a soft, diffuse reflection typical of aged plaster surfaces found in architectural heritage and exterior facades.
In PBR workflows, this texture is meticulously rendered with multiple channels to simulate the physical properties of rough plaster accurately. The BaseColor or Albedo channel reflects the muted, off-white to light beige tones with subtle pigment variations, while the Normal map captures the fine cracks and surface irregularities, adding depth and dimensionality. The Roughness channel highlights the matte finish by maintaining high roughness values that diffuse light softly, eliminating any glossiness. The Metallic channel is effectively zero, consistent with the non-metallic nature of plaster, while the Ambient Occlusion map accentuates shadowed crevices within the cracks and porous areas to increase realism. The Height or Displacement map enhances the perception of surface relief, ideal for parallax and tessellation effects in real-time engines.
This 8K resolution seamless texture is optimized and ready for integration into Blender, Unreal Engine, and Unity, ensuring high fidelity in close-up renders and VR applications. The seamless nature guarantees smooth tiling without visible edges, making it versatile for large architectural visualizations, realistic game environments, or any project requiring an authentic weathered plaster look. For best results, it is recommended to adjust the UV scale moderately to avoid repetitive patterns and fine-tune the roughness slightly depending on lighting conditions to balance realism and performance. This rough plaster texture provides a reliable, physically accurate material foundation that enhances visual storytelling through its detailed composition and natural surface characteristics.
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.
