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

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

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

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

Seamless Bark 005 by Textures is a meticulously crafted PBR 3D texture that authentically captures the intricate organic complexity of natural bark surfaces. This texture represents the outer layer of mature tree bark showcasing a rough fibrous substrate that has been shaped by prolonged environmental exposure. Its structure is characterized by a porous weathered appearance with fine fissures and subtle cracks reflecting the natural aging process. The fibrous grain orientation reveals the layered cellular composition typical of bark with each layer contributing to the texture’s depth and realism. Coloration ranges from soft earthy browns to muted grays simulating natural pigments and mineral deposits embedded within the bark’s organic matrix. The finish is slightly matte with fine variations in roughness that convey the tactile unevenness and natural depth of the bark’s surface.

The texture’s physically based rendering channels are thoughtfully designed to replicate these material properties across modern workflows. The Base Color (Albedo) map delivers authentic natural hues without baked lighting ensuring realistic interaction with dynamic scene illumination. The Normal map highlights the delicate fibrous grain and surface ridges enhancing the perception of depth and roughness. The Roughness map controls subtle variations between matte and slightly reflective areas capturing the nuanced finish of weathered bark. Ambient Occlusion adds realistic shadowing in crevices and fissures emphasizing surface complexity while the Height/Displacement maps enable enhanced dimensionality through parallax or geometry displacement for close-up renders. The Metallic channel remains neutral accurately reflecting the organic non-metallic nature of tree bark.

Available at resolutions up to 8K this texture supports ultra-high-fidelity renders that avoid visible repetition or pixelation on large-scale surfaces. It is fully compatible with leading engines such as Blender Unreal Engine and Unity supporting their respective PBR workflows—including Blender’s Principled BSDF shader Unreal’s Base Color Roughness Normal and AO inputs and Unity’s URP/HDRP Lit shaders. For optimal usage it is recommended to maintain consistent texel density across UV maps and to consider triplanar or layered tiling methods to ensure seamless coverage and minimize pattern repetition. Additionally importing the Base Color map in sRGB color space and all data maps as Non-Color will ensure accurate shading and material response tailored to physically based rendering standards.

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.