This dirty pine bark texture seamless high resolution up to 8k captures the intricate organic composition of weathered pine bark with remarkable fidelity. The base substrate is natural wood, exhibiting a rough, fibrous grain interlaced with layers of resinous sap and mineral deposits accumulated over time. The texture reflects the complex interplay of porous, cracked, and peeling bark segments, where subtle dirt and organic matter have settled into crevices, enhancing the visual depth and authenticity. The surface finish shows a matte, slightly roughened appearance typical of aged bark exposed to the elements, with colorants ranging from muted browns and grays to darker, almost blackened patches caused by oxidation and natural pigment variations. These details are expertly rendered in the texture’s PBR channels: the BaseColor/Albedo conveys the nuanced color palette of pine bark, while the Normal map highlights the intricate grain orientation and layered fissures. The Roughness channel accurately mimics the non-reflective, coarse surface, and the Ambient Occlusion map reinforces shadowed crevices for added realism. The Height/Displacement channel provides subtle elevation changes that bring out the bark’s tactile ruggedness, while the Metallic channel remains neutral, reflecting the organic, non-metallic nature of the material.
Designed to accelerate workflows, this tileable dirty pine bark texture seamless high resolution up to 8k is optimized for seamless tiling without visible borders, allowing artists to cover extensive surfaces effortlessly while maintaining consistent detail and continuity. Its ultra-high resolution ensures exceptional clarity and micro-detail preservation, ideal for use in architectural visualization, game environments, product mockups, and interior staging where natural wood surfaces are required. The texture integrates smoothly with popular 3D engines such as Blender, Unreal Engine, and Unity, supporting a fast iteration loop right out of the box. For best results, it is recommended to combine this AI-generated texture with a subtle ambient occlusion overlay and a light normal map pass to enhance surface breakup and prevent oversharpening, preserving a natural look. Additionally, adjusting the UV scale to avoid repetitive patterns and tuning roughness values can help tailor the material’s appearance to specific lighting conditions and scene requirements.
This seamless dirty pine bark texture high resolution up to 8k offers a production-ready, convincing bark surface that balances detailed organic complexity with practical usability. Its carefully crafted composition reflects the natural aging, dirt accumulation, and fibrous structure typical of pine bark, making it a valuable resource for artists seeking realistic wood materials with authentic textural depth. The AI-driven pipeline focuses on structural consistency and micro-detail, ensuring every tile merges flawlessly to create vast textured areas that enhance realism without sacrificing performance. Whether applied to 3D models, digital environments, or physical product renderings, this texture provides a versatile and high-quality foundation for creating richly detailed bark surfaces.
This seamless dirty pine bark texture, available in high resolution up to 8k, offers a detailed and realistic PBR appearance with AI-enhanced bark textures and a 3D preview for accurate material visualization.
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.
