The polished oak bark texture seamless high resolution up to 8ktexture showcases the intricate surface characteristics of natural oak bark, refined into a smooth, polished finish that highlights the organic grain and subtle relief of the wood’s outer layer. This AI-generated texture captures the complex interplay of fibers and microstructures typical of oak bark, including the dense, fibrous composition and weathered crevices softened by polishing. The base substrate is an organic wood material, where the natural lignin and cellulose fibers create a rich, layered pattern enhanced by a gentle sheen that simulates a polished surface. The coloration reflects the warm, earthy tones of oak bark, with variations in pigment intensity and subtle oxide layers contributing to the texture’s depth and realism. This seamless bark texture is designed for versatile use across large surfaces, maintaining consistent grain orientation and minimal porosity to avoid visual disruption.
In physically based rendering (PBR) workflows, the polished oak bark texture seamless high resolution up to 8k excels by delivering detailed and accurate channel data. The BaseColor (Albedo) channel presents the natural brown hues and nuanced pigment distribution typical of oak bark, while the Normal map captures the fine ridges, grooves, and polished surface undulations for realistic light interaction. The Roughness channel is calibrated to reflect the smooth, polished finish—offering low roughness values that create a subtle specular highlight without appearing overly glossy. The Metallic channel remains neutral, as wood is non-metallic, while Ambient Occlusion enhances the perception of depth in crevices and fiber clusters. Height or Displacement maps contribute to the tactile feel of the bark’s surface, emphasizing the layered structure and natural weathering that define oak bark’s character. This texture is optimized for high fidelity applications with resolutions up to 8k, ensuring crisp detail even on expansive models.
Designed for seamless integration, this tileable polished oak bark texture works effortlessly within major 3D engines such as Blender, Unreal Engine, and Unity, requiring minimal setup to achieve production-ready results. Its seamless tiling capability ensures that it can be applied repeatedly across large surfaces without visible seams or repetitive artifacts, making it ideal for real-time scenes, cinematic renders, and detailed level dressing. The texture’s high resolution and micro-detail consistency accelerate workflow by reducing the need for additional manual adjustments or layering. For best results, it is recommended to fine-tune the roughness and normal intensity to match the specific lighting conditions of your scene, and to carefully adjust the UV scale to maintain natural bark proportions and avoid stretching or distortion. Incorporating this polished oak bark texture seamless high resolution up to 8k into your material library will enhance the realism and efficiency of your bark textures in 3D previews and final renders.
This seamless polished oak bark texture, available in tileable and AI-enhanced formats, offers a high-resolution up to 8k that ensures a realistic PBR appearance for detailed 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.
