This high resolution pine bark texture seamless high resolution up to 8k is an AI-generated organic surface meticulously crafted to replicate the intricate natural details of pine bark with exceptional clarity. The base substrate is modeled on fibrous wood, capturing the vertical grain orientation and characteristic striations formed over time by weathering and age. Its composition combines resinous binders and layered cellulose fibers, which create a rough, porous surface rich in natural fissures, cracks, and irregularities. The coloration blends warm browns, muted grays, and soft ochres, reflecting the accumulation of pigments and oxidized tannins found in aged pine bark. These color nuances are precisely rendered in the BaseColor/Albedo channel, enhancing realism in 3D environments. The Normal map emphasizes the uneven ridges and grooves of the bark’s surface, while the Roughness channel replicates the matte, slightly coarse finish typical of weathered pine, avoiding any artificial shine or plastic-like reflections.
Designed as a seamless high resolution pine bark texture seamless high resolution up to 8k, this tileable ai texture is optimized for seamless integration into modern 3D workflows, compatible with Blender, Unreal Engine, and Unity. The inclusion of detailed Height and Displacement maps accurately conveys the depth variations and surface breakup of the bark, adding dimensionality and tactile realism, especially when combined with subtle parallax effects. Ambient Occlusion data further enhances shadow definition within crevices and cracks, improving perception of material depth under dynamic lighting conditions. The texture’s high resolution up to 8k ensures outstanding detail retention even during close-up 3D preview and rendering, making it ideal for use in environment art, architectural visualization, and realistic bark textures for advanced material composition.
For optimal results, adjusting the UV scale is recommended to preserve the fine grain details and prevent pattern stretching, maintaining the natural flow and organic feel of the bark surface. Fine-tuning roughness parameters allows simulation of different weathering stages—from freshly exposed pine bark with smoother textures to older, more rugged bark exhibiting enhanced roughness and micro-variations. Combining this texture with a subtle ambient occlusion overlay and a careful normal map pass can amplify surface complexity without oversharpening, delivering a balanced and natural appearance. Overall, this high resolution pine bark texture seamless high resolution up to 8k is a versatile and realistic material asset that accelerates creative workflows while maintaining photorealistic quality across diverse digital environments, providing an exceptional 3D preview experience for bark textures in any project.
The AI-generated tileable high resolution pine bark texture seamless high resolution up to 8k provides a detailed PBR appearance ideal for realistic material composition in digital environments.
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.
