Realistic Tree Trunks or Bark Texture | Free PBR free download

. Formats: PNG . Free for personal & commercial use.

Preview — Realistic Tree Trunks or Bark Texture | Free PBR

IDrealistic-tree-trunks-or-bark-texture-free-pbr
Foliage
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless Realistic Tree Trunks or Bark Texture showcases the complex and intricate details of natural pine wood, emphasizing the organic composition of authentic bark. The base material is solid wood, featuring fibrous grain orientation typical of pine species, with a slightly rough and porous surface that conveys years of weathering and exposure to natural elements. The texture’s surface finish mimics the uneven, matte quality of aged bark, characterized by subtle peeling effects that enhance its lifelike appearance. Color variations range from deep, rich browns to muted grays, interspersed with occasional lighter patches where the bark naturally peels away, creating a dynamic and organic visual depth. This texture captures the fine grain patterns and natural irregularities of tree trunks, making it ideal for use in realistic natural environment scenes and digital art focused on authenticity.

Designed specifically for physically based rendering (PBR) workflows, this free PBR texture at 1024x1024 resolution delivers high-quality results across all essential texture channels. The BaseColor (Albedo) map provides true-to-life wood tones without baked-in lighting, allowing for dynamic and accurate shading in real-time engines like Blender, Unreal Engine, and Unity. The Normal map encodes detailed bark ridges, grooves, and peeling effects, adding convincing surface depth and tactile relief under varying lighting angles. Roughness values are carefully balanced to replicate the bark’s semi-matte finish, which produces subtle specular highlights without glossiness, while the Metallic channel remains at zero, reflecting the wood’s organic, non-metallic nature. Ambient Occlusion enhances shadowed crevices within the bark, increasing the perception of depth and realism. The Height/Displacement map supports parallax occlusion techniques, adding an additional layer of dimensionality to the weathered bark surface without increasing polygon counts.

Optimized for both game development and design, this free AI-generated texture is suitable for seamless application in projects requiring realistic tree trunks or bark surfaces. For best results, adjusting the UV scale will help maintain natural bark proportions relative to your 3D model, while fine-tuning roughness values allows customization to match specific lighting conditions or artistic direction. Utilizing the Height map with parallax occlusion can significantly enhance perceived surface depth, making this texture a versatile and efficient choice for creating immersive natural wood environments. With up to 8K resolution options available, this texture ensures exceptional detail and visual fidelity across a wide range of applications in Blender, Unreal Engine, and Unity.

Download seamless realistic tree trunks or bark texture in free PBR format (1024x1024), featuring AI-generated details ideal for design and game materials with accurate surface composition and appearance.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.