The dirty birch bark texture seamless high resolution up to 8k offers an exceptionally detailed and organic surface, meticulously capturing the natural complexity of birch bark. This AI-generated texture reveals a fibrous wood substrate interlaced with fine layers of dirt and weathering effects, resulting in a slightly rough, flaky finish. The grain orientation appears irregular and natural, with subtle porosity that reflects years of exposure to environmental elements. Pigment variations and oxide layers create a muted palette ranging from off-white to soft grayish tones, accented by darker fissures and patches of accumulated soil. This rich combination of characteristics enhances the tactile and visual realism, making the texture ideal for naturalistic bark materials in 3D preview projects, architectural visualization, and immersive game environments.
From a materials and composition standpoint, the seamless dirty birch bark texture emphasizes the organic wood substrate’s fibrous nature, with dirt and weathering effects acting as natural binders that add depth and authenticity. The surface finish is weathered and slightly flaky, reflecting the gradual breakdown of bark layers over time. Colorants manifest as subtle oxide layers and pigment deposits that introduce nuanced shading and tonal shifts. These physical traits translate effectively into PBR channels: the BaseColor or Albedo map captures the intricate color variations and dirt deposits; the Normal and Height maps convey fine cracks, peeling bark layers, and surface relief; the Roughness channel balances smooth and coarse areas to simulate the bark’s weathered texture; the Metallic channel remains minimal, consistent with the non-metallic organic wood substrate; and the Ambient Occlusion map highlights crevices and folds, enhancing volume and shadow definition in real-time rendering engines.
Optimized for modern 3D pipelines, this tileable dirty birch bark texture seamless high resolution up to 8k maintains exceptional clarity even at extreme close-ups or across expansive surfaces. It integrates seamlessly with leading software like Blender, Unreal Engine, and Unity, supporting rapid material setup and iteration. For optimal results, it is recommended to maintain consistent texel density across UV maps to avoid distortion or stretching of the bark pattern, preserving its natural irregularity. Additionally, fine-tuning the Roughness channel allows users to achieve a range of surface appearances, from dry matte bark to slightly damp, weathered finishes, enhancing realism under diverse lighting conditions.
The seamless dirty birch bark texture in high resolution up to 8k provides a highly detailed and realistic PBR appearance ideal for enhancing bark textures in AI-generated materials.
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.
