The Fine Oak Bark Texture Seamless high resolution up to 8ktexture captures the intricate natural composition of oak bark with exceptional fidelity, making it an ideal resource for realistic material creation in 3D environments. This AI texture fine oak bark texture seamless high resolution up to 8k is designed to replicate the organic substrate of mature oak bark, characterized by a fibrous and rugged wood surface with subtle cracks, fissures, and layered grain orientation. The bark’s surface finish presents a matte, weathered appearance resulting from prolonged exposure to environmental elements, with natural colorants ranging from deep browns and warm tans to muted grays, all contributing to its authentic visual complexity. The texture’s porosity and slight roughness are expressed through finely detailed surface variations, which are perfectly preserved across all PBR channels to provide a believable tactile quality.
In terms of PBR composition, the BaseColor/Albedo channel reflects the bark’s natural pigments, showcasing the rich, earthy tones and subtle tonal shifts inherent to oak bark. The Normal map encodes the fine ridges, grooves, and bark layering, lending depth and dimensionality when lit in real-time scenes or cinematic renders. The Roughness channel balances areas of worn smoothness with rough, coarse patches, controlling light diffusion to enhance material realism without introducing metallic reflections, as the Metallic channel remains appropriately neutral. Ambient Occlusion maps emphasize the crevices and shadowed areas between bark ridges to add visual depth, while Height/Displacement data is finely tuned to simulate surface relief for level dressing or close-up studies.
Crafted through robust AI-generated workflows, this tileable fine oak bark texture seamless high resolution up to 8ktexture scales elegantly across large surfaces without visible seams, maintaining clean repetition ideal for extensive bark surfaces in environments or assets. It integrates seamlessly out-of-the-box with popular 3D software such as Blender, Unity, and Unreal Engine, accelerating your iteration loop by providing ready-to-use, high-resolution bark textures optimized for real-time and offline rendering pipelines. To maximize realism, it’s recommended to adjust the roughness and normal intensity parameters to align with your scene’s lighting rig, ensuring the bark material remains grounded and natural under varied illumination. For best results, consider tweaking UV scale to match the proportion of your oak surfaces for a balanced and immersive 3D preview experience.
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.
