Dirty Oak Bark Texture Seamless free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Dirty Oak Bark Texture Seamless

Texture Info

IDdirty-oak-bark-texture-seamless
CategoryBark
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

The Dirty Oak Bark Texture Seamless high resolution up to 8k is an AI-generated material designed to authentically replicate the complex organic structure of oak bark. This texture captures the rough, fibrous surface of aged oak bark, where natural weathering and accumulated dirt create a rich, tactile finish. The bark’s base substrate is woody and porous, exhibiting a layered grain orientation with subtle cracks and fissures shaped by years of environmental exposure. Surface details include patches of moss and organic debris, enhancing its weathered appearance. The color palette combines deep browns, muted grays, and hints of greenish dirt, reflecting natural pigments and organic matter. This texture is finely tuned to represent the bark’s uneven porous surface and its matte, slightly rough tactile quality, making it ideal for realistic material studies and level dressing in 3D scenes.

In PBR workflows, the Dirty Oak Bark Texture excels by providing comprehensive channel maps that convey the material’s physical properties accurately. The BaseColor/Albedo channel delivers the nuanced dirt-streaked coloration and subtle pigment variations of oak bark. The Normal and Height/Displacement maps reveal the intricate ridges, grooves, and grain orientation, simulating depth and tactile roughness. Roughness is calibrated to reflect the bark’s natural matte finish, avoiding unwanted glossiness while maintaining surface complexity. The Metallic channel remains minimal, as oak bark is inherently non-metallic, whereas the Ambient Occlusion map enhances shadowing in crevices, emphasizing the bark’s dimensionality and weathered texture. This attention to detail ensures coherence and clarity across large UV islands, preserving realism in close-up renders and wide shots.

With a seamless tileable design and resolutions up to 8k, this dirty oak bark texture is optimized for modern pipelines and real-time applications. It integrates effortlessly into Blender, Unity, and Unreal Engine, supporting high-fidelity 3D previews and cinematic-quality renders. To achieve the best results, it is recommended to maintain uniform UV scaling across assets to prevent stretching and to fine-tune roughness values for subtle surface reflections that match environmental lighting. Adjusting height or parallax settings can further enhance depth perception on large surfaces, making this texture a versatile choice for artists seeking reliable, repeatable, and high-quality bark textures in their projects.

The tileable dirty oak bark texture seamless high resolution up to 8k offers a realistic, AI-generated PBR appearance that enhances material detail with seamless dirty oak bark texture seamless high resolution up to 8k quality for advanced 3D modeling and rendering.

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.