The aged oak bark texture seamless high resolution up to 8ktexture captures the intricate organic composition of weathered oak bark with exceptional detail and clarity. This texture reflects the natural layering of cellulose fibers, lignin binders, and tannin pigments that form the rugged, fibrous substrate typical of mature oak trees. The bark’s surface exhibits a complex interplay of rough, cracked plates and subtle fissures resulting from years of exposure to environmental factors such as moisture, temperature shifts, and microbial activity. These features contribute to a porous, uneven finish with varied tonal ranges from deep earthy browns to muted grayish hues, accurately represented in the BaseColor/Albedo channel. The Normal and Height maps emphasize the bark’s coarse grain orientation and raised ridges, enhancing the three-dimensional feel essential for realistic rendering in cinematic and real-time scenes.
Designed for seamless tiling, this tileable aged oak bark texture seamless high resolution up to 8kasset is optimized for modern 3D pipelines, maintaining cohesion even on large UV islands without introducing repetitive artifacts common in auto-generated bark textures. The roughness channel conveys the tactile variance across the bark’s surface, from matte, weathered crevices to slightly glossy patches where natural resins may have accumulated, while the Ambient Occlusion map enhances depth perception around cracks and overlaps. The metallic channel remains neutral, reflecting the organic, non-metallic nature of oak bark. This ai texture aged oak bark texture seamless high resolution up to 8k is fully compatible with Blender, Unreal Engine, and Unity, providing artists with a versatile asset that integrates effortlessly into material libraries for level dressing, material studies, and high-fidelity 3D previews.
For optimal results, it is recommended to fine-tune the roughness and normal intensity to suit your scene’s lighting rig, helping to keep the material visually grounded and realistic. Adjusting the UV scale can further enhance the illusion of bark scale, ensuring the texture complements the proportions of your 3D models. Whether used in real-time environments or cinematic renders, this high resolution up to 8k aged oak bark texture seamless provides a stable, high-quality foundation that elevates the authenticity and detail of your organic surfaces, making it an indispensable resource for artists and developers working with natural bark textures in advanced digital 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)
- 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.
