This shiny oak bark texture seamless high resolution up to 8ktexture offers an exquisite representation of natural oak bark’s intricate and organic surface. The material’s base substrate is a dense, fibrous wood matrix characterized by tightly interwoven grain orientation and natural fissures formed through prolonged environmental exposure. This organic composition is enriched by subtle resinous deposits that impart a polished, slightly glossy finish, contrasting with the bark’s naturally rugged and weathered areas. Coloration emerges from a complex blend of tannin-rich pigments and mineral deposits, resulting in a rich palette of warm browns, muted grays, and gentle amber undertones. The texture captures the tactile quality of aged oak bark, with a controlled interplay of rough and smooth zones that emphasize both its porous structure and resinous sheen, contributing to a realistic, high-fidelity surface appearance.*
In physically based rendering (PBR) terms, the BaseColor (Albedo) map faithfully reproduces the nuanced tonal variations and complex color gradients intrinsic to oak bark, highlighting subtle shifts between light and shadow. The Normal map enhances surface depth by simulating the detailed relief of bark ridges, grooves, and micro-roughness without increasing geometric complexity. The Roughness channel is carefully calibrated to balance the contrast between the bark’s smooth, reflective resinous patches and its matte, weathered crevices, providing a dynamic visual and tactile experience. Given the organic nature of wood, the Metallic channel remains minimal, ensuring an authentic, non-metallic look. Ambient Occlusion adds realistic depth to recessed areas, reinforcing natural shadowing, while Height and Displacement maps enable precise surface elevation details for enhanced parallax effects and immersive 3D realism.*
This tileable shiny oak bark texture seamless high resolution up to 8k is optimized for seamless integration into demanding 3D environments and workflows such as Blender, Unreal Engine, and Unity. Its ultra-high resolution ensures crisp detail retention even on large surfaces, making it ideal for architectural visualization, game environment creation, product mockups, and interior design projects requiring naturalistic bark textures. For optimal results, it is recommended to maintain consistent UV scale across materials to prevent stretching and adjust roughness parameters to tailor the bark’s shininess, adapting its appearance from freshly polished to naturally aged under varying lighting conditions. This AI-generated texture also includes a 3D preview that showcases its realistic material composition and seamless tiling, streamlining its application in high-end digital projects.*
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.
