Discover the worn pine bark texture seamless high resolution up to 8k, a meticulously crafted organic surface designed to bring authenticity and depth to your 3D projects. This texture captures the intricate composition of aged pine bark, showcasing its naturally weathered outer layer composed of fibrous wood substrate bound together by natural resins and lignins. The surface exhibits characteristic roughness and porosity, enhanced by cracks and peeling layers that reveal subtle variations in pigment from deep browns to faded grays. These color variations stem from natural pigments and oxidation processes, faithfully represented in the BaseColor/Albedo channel. The Normal map highlights the bark’s complex grain orientation and micro-detail, emphasizing ridges and crevices that add tactile realism. Roughness values reflect the uneven, aged surface finish, while the Metallic channel remains minimal, consistent with organic wood material. Ambient Occlusion enhances shadow depth in fissures, and Height/Displacement maps provide convincing surface relief suitable for parallax effects.
Engineered for seamless tiling, this tileable worn pine bark texture seamless high resolution up to 8k integrates smoothly into modern pipelines, retaining clarity and cohesion even when applied to large UV islands. Its ultra-high resolution ensures crisp detail at close range, ideal for architectural visualization, game environments, product mockups, and interior staging. Compatible with Blender, Unity, and Unreal Engine, it offers predictable and repeatable results in real-time 3D previews, making it a versatile choice for artists and developers seeking natural bark textures with production-ready quality. The texture’s realistic material properties support physically based rendering workflows, allowing accurate interaction with lighting rigs and environment reflections.
For optimal results, adjust the roughness and normal map intensity to suit your scene’s lighting conditions, enhancing the bark’s weathered character without over-exaggeration. When working with UV mapping, consider scaling the texture to preserve the natural scale of pine bark grain, preventing distortion and maintaining visual authenticity. This worn pine bark texture seamless high resolution up to 8k is a reliable resource for enriching digital wood surfaces with organic complexity and detailed micro-structure, elevating the realism and immersion of your 3D compositions.
The ai texture features a worn pine bark texture seamless high resolution up to 8k, providing a highly detailed and realistic PBR appearance ideal for accurate material composition and surface rendering.
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.
