Discover the Patterned Oak Bark Texture Seamless high resolution up to 8k, a meticulously crafted organic material designed to replicate the intricate surface of natural oak bark. This texture captures the complex composition of oak bark, featuring a fibrous, layered wood substrate with subtle porosity and weathering effects that reflect years of environmental exposure. The bark’s surface exhibits a rich interplay of rough, ridged grain orientation combined with fine fissures and patterned cracks, enhanced by natural pigments and oxide layers that give the bark its characteristic warm brown and muted gray tones. The finish balances a slightly matte, weathered look with areas of smoothness, making it an ideal representation of aged oak bark for photorealistic applications.
In physically based rendering (PBR) workflows, this tileable patterned oak bark texture seamless high resolution up to 8k excels by providing detailed BaseColor/Albedo maps that convey the subtle color variations and organic pigments found in bark. The Normal and Height/Displacement maps enhance the three-dimensional appearance of the ridged wood fibers and fissures, lending depth and realism to large UV islands without sacrificing clarity. The Roughness channel accurately simulates the natural variance in surface reflectivity, from rough, weathered patches to smoother, worn areas, while the Metallic map remains neutral, reflecting the organic, non-metallic nature of wood. Ambient Occlusion maps add soft shadows within crevices, emphasizing texture complexity and grounding the material in 3D scenes.
Engineered for modern pipelines, this ai texture patterned oak bark texture seamless high resolution up to 8k integrates effortlessly with Blender, Unity, and Unreal Engine, requiring minimal setup to achieve stunning realism. Its high resolution—up to 8192 x 8192 pixels—ensures exceptional detail even on large models and environments such as architectural visualization, game landscapes, product mockups, and interior staging. The seamless tileability guarantees smooth repetition without visible seams or repetitive artifacts, a common issue in auto-generated bark textures. For optimal results, adjust the roughness intensity to match your scene’s lighting rig, and consider scaling UVs carefully to preserve the bark’s intricate pattern scale, maintaining a natural appearance in your materials library.
The seamless patterned oak bark texture offers a highly detailed, PBR-compatible surface with seamless high resolution up to 8ktexture, allowing for accurate 3D preview and realistic material representation.
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.
