Discover the Synthetic Oak Bark Texture Seamless high resolution up to 8k, a meticulously crafted digital material designed to replicate the intricate surface of natural oak bark with exceptional fidelity. This texture is composed of a synthetic base substrate that mimics the fibrous, organic structure of real bark, incorporating fine grain orientation and subtle porosity to capture the weathered, layered appearance typical of mature oak trees. The surface finish balances a slightly rough, matte feel with delicate micro-details that enhance realism, achieved through carefully calibrated pigments and colorants that simulate natural variations in hue—from deep browns to muted grays—capturing the complex interplay of light and shadow on bark surfaces. Adhesive binders and mineral-like aggregates are visually represented within the texture to convey structural cohesion and tactile depth without compromising seamless tiling capabilities.
Within physically based rendering (PBR) workflows, this synthetic oak bark texture excels across multiple channels. The BaseColor (Albedo) channel showcases rich, variegated tones reflecting age and natural weathering of bark, while the Normal map introduces micro-structure relief, emphasizing cracks, ridges, and bark fibers that contribute to tactile authenticity. The Roughness channel controls surface reflectivity, enabling realistic matte finishes with subtle gloss where the bark’s resinous elements catch light. Metallic values remain minimal to non-existent, preserving an organic, non-metallic appearance, while Ambient Occlusion enhances depth perception by simulating shadowed crevices. Height and Displacement maps add further dimensionality, allowing for convincing parallax effects and surface elevation that bring the texture to life in 3D environments.
Engineered for modern digital art pipelines, this tileable synthetic oak bark texture seamless high resolution up to 8k is optimized for large UV islands, maintaining clarity and cohesion even in expansive scenes. Compatible with Blender, Unreal Engine, and Unity, it integrates smoothly with minimal setup, making it ideal for architectural visualization, game environments, product mockups, and interior staging applications. For optimal results, adjusting roughness intensity and normal map strength to match your specific lighting conditions is recommended, ensuring the material remains grounded and believable within your scene. Additionally, carefully scaling UV coordinates can help prevent repetitive patterns and enhance natural variation in bark appearance.
This seamless synthetic oak bark texture offers a high resolution up to 8ktexture with detailed bark textures and an AI-generated design, providing a realistic PBR appearance ideal for 3D preview applications.
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.
