Grey Plaster — Plain Bare Plaster Bare Plaster Outdoor — PBR seamless 3D texture free download

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

Preview — Grey Plaster — Plain Bare Plaster Bare Plaster Outdoor — PBR seamless 3D texture

IDgrey-plaster-moss-plain-bare-plaster-outdoor-indoor
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This grey plaster texture represents a carefully crafted plain bare plaster surface commonly found on both indoor and outdoor man-made walls and floors. The material composition mimics a mineral-based plaster typically consisting of a blend of fine aggregates mineral binders such as lime or cement and subtle organic fibers to enhance structural integrity. Its surface finish is matte and slightly rough capturing the natural porosity and weathering effects that develop over time due to exposure to outdoor elements and occasional moss growth. The coloration is a neutral grey tone achieved through mineral pigments and oxide layers providing an authentic and versatile base for architectural visualization or game environments. This seamless 3D texture is designed to reflect the subtle complexity of plaster concrete with tiny surface imperfections and grain orientation evident in the detail maps.

In the physically based rendering (PBR) workflow this material includes high-resolution 4K textures with an optional upgrade to 8K optimized for use across modern pipelines in Blender Unreal Engine and Unity. The albedo channel captures the base color with balanced neutrality and slight variations to simulate natural plaster hues. The normal map conveys fine surface relief and subtle grain patterns adding depth and realism without manual adjustment. Roughness maps define the material’s varying matte finish from smoother indoor plaster to more weathered outdoor patches supporting consistent shading in both real-time and offline renderers. The height map provides accurate displacement for enhanced parallax effects useful for close-up renders or dynamic camera angles. Ambient occlusion enhances crevices and worn areas emphasizing the texture’s natural depth and dimensionality. This texture set is tileable and physically based ensuring reliable results without the need for manual tweaking.

For practical use it is recommended to adjust the UV scale according to the object size to maintain the balanced detail and avoid texture stretching especially when applied to large walls or floors. Additionally fine-tuning the roughness parameter can help simulate varying degrees of weathering or moss accumulation enhancing realism for outdoor scenes. This grey plaster PBR material delivers a seamless and natural appearance suitable for a wide range of architectural and game design projects combining high fidelity with optimized performance for modern 3D workflows.

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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