This seamless 3D texture features an exquisite cherry wood surface rendered in ultra-high 8K resolution, showcasing the natural beauty and fine grain structure inherent to premium cherry hardwood. The base material is a dense, organic wood substrate known for its durability and warm reddish tones, enhanced by a smooth satin finish that softly reflects light while preserving the subtle intricacies of the wood’s texture. The satin finish creates a balanced glossiness that accentuates the wood’s natural grain orientation and pore structure without appearing overly polished or artificial. This realistic surface appearance is achieved through carefully modeled PBR channels, including a richly detailed BaseColor/Albedo map that faithfully reproduces the warm color variations and subtle grain patterns typical of cherry wood, complemented by Normal and Height maps that provide precise depth and relief for enhanced realism in renders.
Within physically based rendering workflows, this texture’s Roughness map controls the satin finish’s smooth yet tactile surface, allowing for fine adjustment of light diffusion to simulate the soft sheen characteristic of well-finished cherry furniture. The Metallic channel remains neutral, reflecting cherry wood’s organic, non-metallic composition, while Ambient Occlusion adds depth by simulating natural shadowing within the grain and pores. The texture is designed to be perfectly tileable, ensuring a seamless, continuous surface across any UV layout without visible seams or repetition artifacts, making it ideal for high-end furniture visualizations such as cabinets, tabletops, and chairs. Its photorealistic detail and warm tone deliver a soft yet richly detailed appearance, suitable for demanding rendering environments in Unreal Engine, Blender, and Unity, where material realism and performance are essential.
To maximize visual fidelity, it is recommended to carefully calibrate the UV scale to match the natural grain size of cherry wood found in real furniture pieces, avoiding overly large or small repetitions that could break immersion. Additionally, fine-tuning the Roughness map can help achieve the perfect satin luster depending on lighting conditions and scene requirements, while subtle use of the Height/Displacement channel enhances surface relief for close-up renders or interactive applications. This texture is an excellent choice for artists and designers seeking a versatile, photorealistic cherry wood material with a satin finish and fine grain detail, ready to integrate seamlessly into PBR workflows for realistic, high-resolution 3D furniture renders.
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.
