The Coarse Pine Bark Texture Seamless high resolution up to 8k offers an exceptionally detailed representation of natural pine bark, crafted from an organic wood substrate characterized by rugged, fibrous grain orientation and pronounced coarse aggregates. This texture captures the irregular surface finish of weathered pine bark, exhibiting subtle porosity and natural fissures formed through environmental exposure. The palette consists of earthy brown pigments combined with darker oxide layers, replicating the nuanced color variations and organic weathering patterns found on real pine bark. The texture’s composition provides a tactile sense of depth and roughness, with visible microstructures enhancing its realistic appearance in digital materials.
In physically based rendering (PBR) workflows, this tileable coarse pine bark texture seamlessly integrates key material channels: the BaseColor/Albedo channel conveys the natural wood tones and pigment distribution, while the Normal map highlights the coarse grain and surface irregularities, adding convincing depth and relief. The Roughness map reflects the bark’s uneven, matte finish with subtle gloss variations, accurately simulating the interplay of light on its textured surface. The Metallic channel remains neutral, consistent with organic wood materials, and the Ambient Occlusion channel emphasizes shadowed crevices and fissures to enhance structural consistency. Height/Displacement maps further define the bark’s rugged topography, enabling photorealistic parallax and displacement effects in 3D environments.
This high resolution up to 8k texture is meticulously curated for seamless tiling, allowing it to scale elegantly across extensive surfaces without visible seams or repetition artifacts. It is optimized for compatibility and instant use in leading 3D software such as Blender, Unreal Engine, and Unity, streamlining iteration loops during environment art, architectural visualization, and concept prototyping. For practical application, adjusting the UV scale to maintain natural bark proportions combined with subtle roughness tuning can significantly enhance realism, while a light normal or height map pass can break up surface monotony without oversharpening details.
The tileable coarse pine bark texture seamless high resolution up to 8k offers a highly detailed, AI texture coarse pine bark texture seamless high resolution up to 8k with realistic coarse pine bark texture seamless high resolution up to 8k and bark textures suitable for accurate 3D preview in PBR 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.
