Seamless Bark 008 by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Bark 008 by Textures – PBR 3D Texture (8K ready)

IDbark-008-by-textures-pbr-seamless-8k
Bark
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Bark 008 by Textures is a meticulously crafted high-quality PBR 3D texture that authentically captures the complex organic structure of natural tree bark. This texture represents wood’s fibrous porous composition primarily made up of cellulose fibers tightly interwoven and bound by lignin which form the bark’s sturdy yet textured substrate. The surface exhibits subtle weathering effects and delicate moss growth reflecting the natural aging and environmental exposure typical of bark. Its finish reveals a rough slightly matte exterior with irregular grain orientation and depth variations enhancing the tactile realism and natural appearance. Earth-toned pigments dominate the color palette blending rich browns of the wood with muted greens from moss and organic decay all precisely conveyed in the BaseColor (Albedo) channel to ensure true-to-life coloration and consistent visual fidelity.

Within the PBR workflow this texture’s Normal map encodes the detailed grooves ridges and fibrous structure of the bark enabling accurate light interaction with its relief and fine surface intricacies. The Roughness map simulates varying reflectivity caused by fissures moss patches and uneven weathering adding nuanced glossiness differences that contribute to an authentic bark finish. Ambient Occlusion enhances depth perception by darkening crevices and shadowed areas intensifying volumetric shading effects that bring dimensionality to the bark’s surface. Height and Displacement maps provide additional micro-geometry detail allowing for realistic surface deformation in close-up renders where tactile depth is crucial. The Metallic channel remains intentionally unused reflecting the bark’s purely organic non-metallic nature.

Available in resolutions up to 8K Seamless Bark 008 is optimized for physically based rendering engines including Blender Unreal Engine and Unity. It integrates seamlessly with Blender’s Principled BSDF shader while Unreal Engine users benefit from straightforward application of BaseColor Normal Roughness and Ambient Occlusion maps for physically accurate shading. In Unity the texture supports both URP and HDRP pipelines via the Lit shader maintaining high visual fidelity without compromising performance. Its seamless tileability enables application across large surfaces without visible repetition making it ideal for architectural visualizations immersive game environments and VR projects requiring authentic natural wood materials.

For optimal results carefully adjust the UV scale to maintain consistent texel density relative to your model’s size and desired detail level. Fine-tuning the Roughness map can help tailor surface reflectivity to specific lighting scenarios while blending the Normal map with Height or Parallax maps enhances micro-detail and surface depth especially for close-up views. Import the BaseColor texture using sRGB color space for accurate color reproduction and ensure all data-driven maps such as Roughness Normal Ambient Occlusion and Height are imported as Non-Color to preserve their physical accuracy. Licensed under this texture offers full freedom to use modify and redistribute providing a reliable and detailed resource for creating consistent high-quality bark materials across multiple physically based rendering engines.

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.