Rough Concrete — Concrete Dry Plaster Dry Plaster Coarse — PBR seamless 3D texture free download

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

Preview — Rough Concrete — Concrete Dry Plaster Dry Plaster Coarse — PBR seamless 3D texture

IDrough-concrete-rough-concrete-dry-plaster-coarse-white
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rough Concrete texture represents a physically based seamless 3D material designed to capture the authentic look of dry plaster applied over a coarse concrete substrate. The base composition reflects a man-made plaster concrete blend primarily mineral in nature where cementitious binders hold together coarse aggregates such as sand and gravel. The naturally porous surface shows subtle weathering effects and micro-roughness typical of untreated grey-white concrete walls. Fine variations in pigment and oxide layers gently tint the surface in muted white and grey hues providing a realistic balanced tonal range without artificial saturation. The overall finish is matte and unpolished emphasizing the rough tactile quality of dry plastered concrete as commonly found in architectural and industrial applications.

Each PBR channel is carefully optimized to convey these material characteristics across modern 3D pipelines. The Albedo/BaseColor map encodes the soft grey and white pigment distribution with natural tonal gradation while the Normal map defines the irregular coarse grain orientation and subtle surface bumps that enhance realism. The Roughness channel reflects the uneven dry plaster surface finish avoiding glossy highlights and supporting consistent shading under real-time lighting. Ambient Occlusion adds depth by simulating shadowing in crevices and porous areas. The Height map captures micro-displacement details allowing for convincing parallax and relief effects in supported engines. Metallic is kept minimal to reflect the non-metallic mineral composition. Provided in high-resolution 4K textures with an optional 8K upgrade for high-end renderers the maps come in PNG and EXR formats ensuring compatibility and optimal performance in Blender Unreal Engine and Unity.

This rough concrete seamless texture is tileable and calibrated for physically based rendering workflows enabling reliable results without manual tweaking across diverse DCCs and game engines. For practical use it is recommended to adjust the UV scale carefully to balance the coarse grain detail with scene scale and to fine-tune roughness values slightly to match specific lighting conditions or weathering levels. This ensures that the dry plaster’s tactile quality and subtle color variations translate accurately in your 3D visualizations whether for architectural visualization game environments or VFX projects. The texture’s optimized design supports both real-time and offline renderers delivering consistent high-quality shading and depth across platforms.

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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