The worn oak bark texture seamless high resolution up to 8ktexture captures the intricate organic structure of natural oak bark with remarkable fidelity. This AI-generated texture replicates the fibrous, weathered wood substrate characterized by layered cellulose fibers and lignin, interspersed with subtle mineral deposits from environmental exposure. The surface exhibits a slightly rough, aged finish reflecting years of natural oxidation and erosion, which contributes to its authentic appearance. The bark’s grain orientation is irregular but consistent with oak growth patterns, showing deep fissures and peeling layers that add complexity and depth. Colorants are derived from natural pigments typical of oak bark—rich browns with muted gray undertones—enhanced through subtle oxide layers that provide both color variation and a sense of material aging. The texture’s porosity and surface roughness are evident, suggesting a tactile, weather-beaten surface that responds realistically under diverse lighting conditions.
In terms of PBR workflow, this seamless worn oak bark texture high resolution up to 8ktexture excels by providing comprehensive channel data that faithfully conveys material properties. The BaseColor/Albedo channel delivers nuanced color gradations with natural pigment distribution and weathering effects, while the Normal map emphasizes the bark’s rugged surface topology, enhancing the perception of depth and fissures. The Roughness map is carefully balanced to reflect the semi-matte finish typical of aged wood, avoiding glossiness yet allowing subtle light scattering across the surface. Metallic values are minimal, consistent with organic wood material, ensuring no unwanted reflections. Ambient Occlusion enhances crevices and cracks, adding realism by simulating soft shadows in recessed areas. The Height/Displacement channel captures the bark’s uneven surface elevation, ideal for adding parallax or tessellation effects in real-time engines.
This tileable worn oak bark texture seamless high resolution up to 8ktexture is fully optimized for use in Blender, Unity, and Unreal Engine, allowing artists and developers to accelerate their workflows without sacrificing quality. Its 8K resolution ensures exceptional detail even on large-scale surfaces, making it perfect for environment art, architectural visualization, and concept prototyping where realism and iteration speed are paramount. For best results, it’s recommended to adjust the UV scale to maintain the bark’s natural grain size and to fine-tune roughness parameters to suit the lighting conditions of your scene. Combining this texture with a subtle ambient occlusion pass and a gentle normal detail overlay can further enhance surface breakup without introducing excessive sharpness, preserving the organic feel of the worn oak bark.
This AI-generated worn oak bark texture offers a seamless high resolution up to 8k, delivering realistic bark textures with detailed PBR appearance and a 3D preview for accurate material visualization.
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.
