Seamless Painted Plaster 005 by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Painted Plaster 005 by Textures – PBR 3D Texture (8K ready)

IDpainted-plaster-005-by-textures-pbr-seamless-8k
Plastic
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Painted Plaster 005 by Textures is a high-quality PBR 3D texture meticulously crafted to replicate the complex surface characteristics of painted plaster commonly found in architectural and interior finishes. The base substrate is primarily mineral-based plaster composed of fine aggregates and binders that create a slightly porous yet solid surface. This texture captures subtle cracks scuffs and weathering effects indicative of aged painted plaster where the pigments – primarily muted yellows and soft oranges – are integrated into the paint layer producing a warm natural color tone. The surface finish is matte with faintly roughened patches and gentle scratches lending a realistic tactile feel that responds predictably under physically based rendering workflows.

The texture pack includes all essential PBR channels to authentically represent the material’s visual and physical properties. The Base Color (Albedo) map displays the painted plaster’s distinctive hues and slight variations in tone while the Normal map conveys the fine bumps cracks and surface imperfections that deliver depth without adding extra geometry. The Roughness map defines the varying degrees of matte and slightly glossy areas emulating the uneven paint finish and subtle scuff marks. Ambient Occlusion enhances the perception of shadowed crevices and cracks adding to the realism whereas the Height (Displacement) map allows for enhanced surface detail when used with parallax or displacement techniques. Metallic values remain minimal consistent with plaster’s non-metallic nature ensuring accurate shading and light interaction.

This seamless texture is optimized for clean tiling across large surfaces maintaining consistent texel density and shading fidelity. It is fully compatible with leading rendering engines such as Blender Unreal Engine and Unity supporting modern PBR workflows. For Blender users the Principled BSDF shader can directly utilize these maps while Unreal Engine workflows benefit from feeding Base Color Roughness Normal and AO textures appropriately. In Unity’s URP or HDRP pipelines connecting the maps to the Lit shader produces natural results. The pack is available in resolutions up to 8K offering exceptional detail for close-up renders and large-scale projects.

For optimal results it is recommended to keep a consistent texel density when applying the texture to models to avoid blurring or distortion. To further reduce visible repetition on expansive surfaces consider using triplanar or layered tiling methods. Additionally combining the Normal map with Height or Parallax maps can significantly enhance perceived depth and realism. Import the Base Color map using sRGB color space to preserve accurate color rendition and import data maps such as Normal Roughness AO and Height as Non-Color data to maintain their precision in shading calculations. This versatile painted plaster texture pack is licensed under allowing unrestricted use modification and redistribution for both personal and commercial projects.

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.