This seamless PBR texture represents a meticulously engineered cement cinder concrete wall surface ideal for high-quality archviz and real-time rendering workflows. The material simulates a composite substrate composed primarily of finely ground mineral aggregates—mainly siliceous and calcareous particles—bound together by authentic cementitious adhesives that replicate natural hydration and curing processes. The texture captures the typical porosity and subtle weathering effects developed over time on concrete blocks featuring a matte finish with slight roughness due to exposed aggregate grains. Natural oxide pigments impart a consistent gray tone enriched by delicate color variations and mottling reflecting mineral impurities and environmental influences. The orientation of the cinder block grains and their micro-roughness are carefully detailed enhancing realistic light scattering shadowing and tactile surface interaction to elevate visual fidelity across offline and real-time engines such as Blender Unreal Engine and Unity.
Crafted in Substance Designer this texture includes a full set of PBR channels that faithfully reproduce the physical and optical properties of cement cinder concrete walls. The BaseColor (Albedo) map displays a natural cement gray base tone with nuanced pigment shifts and subtle surface discolorations while the Normal map emphasizes block edges and surface relief highlighting the coarse texture of aggregate particles. The Roughness map conveys the inherently non-metallic mildly coarse finish typical of concrete with the Metallic map remaining near zero to reflect the mineral composition. Ambient Occlusion enhances depth by accentuating contact shadows between blocks and fine surface imperfections. The Height (Displacement) map provides precise detail for parallax or tessellation effects adding convincing surface irregularities and block contours especially visible at close range. With resolutions up to 8K the texture ensures sharp detail and seamless tiling making it suitable for large architectural walls and detailed visualization projects in professional archviz and game engines.
For seamless integration into your architectural visualization scenes it is recommended to carefully adjust the UV scale to maintain the natural grain size relative to your model’s dimensions avoiding any unnatural repetition. Fine-tuning the Roughness map can balance surface reflectivity under various lighting conditions preserving realism without overpowering the overall look. Additionally leveraging the Height map for subtle parallax displacement adds a realistic sense of depth to block edges and surface nuances enhancing the tactile quality of otherwise flat geometry. This texture is calibrated with precise color space and gamma settings to ensure consistent color response and compatibility across diverse rendering pipelines supporting smooth workflows in Blender Unreal Engine and Unity.
Designed and optimized for professional architectural visualization this archviz blocks cement cinder concrete texture offers a versatile and reliable solution for realistic wall surfaces. Its authentic material composition and detailed PBR maps make it an excellent choice for projects requiring natural appearance and high fidelity including game environments and real-time rendering workflows. The included base layer preview supports rapid look development enabling efficient design progression from initial concept to final output with confidence and accuracy.
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.
