This high resolution oak bark texture seamless up to 8k captures the intricate natural composition of oak bark with exceptional clarity and fidelity, making it an excellent material for digital projects requiring realism and detail. The base substrate is organic wood, characterized by rugged layers of fibrous bark that exhibit distinct grain orientation and natural weathering effects. The surface shows a combination of porous and cracked areas where the bark has aged, revealing subtle variations in roughness and micro-structure. The colorants manifest as rich earthy tones of brown and muted gray, mimicking the pigmented layers and oxidized patches typically found on mature oak bark. This texture’s seamless tiling capability ensures a continuous, cohesive appearance across large UV islands without visible repetition or distortion, crucial for high-end environment art and architectural visualization workflows.
In physically based rendering (PBR) terms, the BaseColor or Albedo channel conveys the complex palette of dried wood fibers and organic pigments, while the Normal map highlights the fine micro-detail of bark ridges and crevices, adding depth and tactile realism. The Roughness map balances matte and semi-glossy areas, reflecting the bark’s natural variability from smoother, worn patches to coarse, flaky segments. Metallic values remain near zero, consistent with non-metallic organic material, while Ambient Occlusion enhances shadowing in recessed bark folds to emphasize structural consistency. The Height or Displacement channel captures the bark’s rugged relief, allowing for convincing surface breakup and enhanced silhouette definition in real-time engines or offline renders.
Designed to work seamlessly out-of-the-box in Blender, Unreal Engine, and Unity, this tileable high resolution oak bark texture supports modern production pipelines, maintaining visual clarity even on large-scale models with expansive UV layouts. Its resolution up to 8k ensures crisp details remain visible without pixelation, perfect for quick look-dev, concept prototyping, or final environment art. For optimal results, it is recommended to slightly scale the UVs to avoid overly repetitive patterns and to fine-tune roughness levels to balance between natural bark matte surfaces and subtle specular highlights. Additionally, combining this texture with a subtle ambient occlusion pass and a light normal map overlay can further enhance the perceived depth and complexity without introducing harsh edges or oversharpening the details.
This AI texture offers a tileable, seamless high resolution oak bark texture up to 8k, providing detailed bark textures with a 3D preview for accurate PBR material composition.
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.
