Stone Wall — Rocks Concrete Stone Stones Rocks Concrete — PBR seamless 3D texture free download

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

Preview — Stone Wall — Rocks Concrete Stone Stones Rocks Concrete — PBR seamless 3D texture

IDstone-wall-03-rough-uneven-weathered-wall-chipped-cracked
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Stone Wall — Rocks Concrete Stone texture is a meticulously crafted physically based 3D material designed to authentically replicate the complex composition of outdoor man-made plaster concrete walls. At its core the substrate simulates a mineral-rich blend of natural stones and rocks embedded within a cementitious matrix typical of plaster concrete surfaces. Coarse aggregates of rough stones are interspersed throughout creating an uneven porous structure that reflects real-world weathering and aging. The surface finish is distinctly rough and worn featuring chipped edges cracked fissures and patches of discoloration in varying shades of brown. These subtle variations in tone and porosity highlight the natural effects of exposure to outdoor elements giving the wall a convincingly weathered appearance consistent with stone wall 03 aesthetics.

Each physical characteristic of this texture is expertly conveyed through its PBR channels. The high-resolution albedo (base color) map captures nuanced brown discolorations and natural pigmentation of stones and concrete while the normal map reveals fine surface details such as cracks chips and rock relief. The roughness map differentiates between smooth worn patches and rough weather-beaten areas enhancing the tactile feel of the uneven stone and plaster concrete finish. Minimal metallic values ensure accurate light interaction for the non-metallic stone and concrete materials. Ambient occlusion adds realistic shading to crevices and fissures deepening the perception of depth without manual adjustments. Height and displacement maps provide precise depth cues for cracks and chipped regions enabling convincing parallax and displacement effects that enrich the 3D texture’s realism.

Available in seamless tileable formats at ultra-high 4K resolution with an optional upgrade to 8K this texture is optimized for modern rendering workflows in Blender Unreal Engine and Unity. Provided in both PNG and EXR formats it supports versatile integration across diverse pipelines. Its consistent shading and detailed rough uneven surface make it ideal for architectural visualizations outdoor wall models and other projects requiring authentic stone rock and concrete materials. For optimal results adjusting the UV scale to match the natural size of stone aggregates prevents repetitive patterns and preserves realism. Additionally fine-tuning the roughness map allows simulation of different levels of surface wear from heavily weathered to subtly polished finishes enhancing visual fidelity across lighting conditions.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.