The Aged Dense Foliage Texture Seamless high resolution up to 8ktexture captures the intricate complexity of dense, weathered foliage with remarkable realism. This AI-generated seamless aged dense foliage texture high resolution up to 8k features a richly layered organic substrate composed of densely packed leaves and subtle undergrowth debris, simulating natural plant fibers and fine veins. The surface finish evokes a slightly matte, weathered appearance, reflecting years of exposure and aging, with natural oxidation effects visible through muted green and brown pigment variations. The texture’s porosity and grain orientation create a convincing depth and tactile quality, ideal for replicating the nuanced surface of mature foliage in digital materials. This natural composition translates effectively into PBR workflows, with the BaseColor/Albedo channel presenting realistic color gradations and pigment dispersion, while the Normal map emphasizes the fine leaf veins and subtle surface undulations. The Roughness channel balances a soft, diffused reflection typical of aged foliage, avoiding overly glossy or artificial shines, and the Metallic channel remains minimal to non-existent, reflecting the organic, non-metallic nature of the substrate. Ambient Occlusion enhances shadowed crevices between leaves, adding dimensionality, while the Height/Displacement map provides fine surface relief for realistic depth and parallax effects.
This tileable aged dense foliage texture seamless high resolution up to 8k is carefully tuned for clarity and stability, eliminating repetitive artifacts common to auto-generated textures. Its ultra-high resolution ensures crisp detail even on expansive surfaces, making it perfectly suited for architectural visualization, game environments, product mockups, and interior staging projects. The file format supports PNG and WEBP, offering versatile compatibility and efficient performance. Designed to integrate seamlessly with Blender, Unity, and Unreal Engine, this asset requires minimal setup to accelerate your foliage workflows and enhance material libraries. For optimal results, it is recommended to maintain consistent texel density across assets and keep UV maps uniform to prevent pattern stretching. Additionally, fine-tuning roughness values can help simulate varying moisture or aging levels on the foliage surface, adding realism and depth to your renders or real-time scenes.
The AI-generated seamless aged dense foliage texture features a high resolution up to 8K, providing detailed foliage textures with a realistic PBR appearance that can be viewed in a 3D preview for precise material evaluation.
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.
