This seamless 3D texture showcases premium beech wood characterized by its light, warm tone and finely detailed tight grain pattern. The wood surface features a meticulously sandblasted finish that produces a subtle, tactile roughness while preserving a consistent and uniform appearance. As a natural hardwood, beech is known for its dense grain structure and smooth yet textured surface, making it an ideal material for high-fidelity furniture renders such as cabinets, tabletops, and chairs. The texture’s base substrate is organic wood fiber with minimal porosity, enhanced by the sandblasted treatment that gently erodes the surface fibers, adding nuanced depth without compromising the wood’s inherent structural integrity. This results in a visually rich finish that mimics real-world wear and surface variation, lending authenticity to digital assets.*
In terms of physically based rendering (PBR) channels, this texture is designed for maximum realism and flexibility. The BaseColor (Albedo) map captures the natural light beige to honey hues of beech wood, subtly influenced by the sandblasted surface's diffuse reflection. The Normal map encodes the intricate tight grain details and the fine irregularities created by the sandblasting process, enhancing surface relief and depth perception. Roughness is finely tuned to reflect the semi-matte, slightly roughened finish typical of sandblasted wood, ensuring realistic light scattering without excessive glossiness. The Metallic channel remains at zero, consistent with the organic, non-metallic nature of wood. Ambient Occlusion highlights grain crevices and texture recesses, adding shadowing that boosts depth realism. Height or Displacement maps are included to simulate the micro-elevations of the sandblasted texture, enabling convincing parallax and surface relief effects in 3D software.*
Rendered at an ultra-high 8K resolution, this seamless texture is optimized for advanced 3D workflows and is fully Unreal, Blender, and Unity ready, ensuring detailed close-up renders without pixelation or loss of fidelity. The seamless design facilitates effortless tiling across large surfaces, preserving visual continuity in expansive furniture models or architectural visualizations. For best results, it is recommended to adjust the UV scale carefully to balance grain visibility with overall pattern repetition, and to fine-tune the roughness parameter to simulate different lighting environments—from soft indoor illumination to harsher outdoor conditions. This texture is ideal for artists and designers seeking an authentic, high-resolution beech wood material that combines the natural complexity of tight grain wood with the subtle artistry of a sandblasted finish, enhancing realism and tactile quality in digital furniture and interior scenes.*
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.
