This seamless 3D texture presents an 8K resolution depiction of teak wood, renowned for its rich golden tone and distinctive coarse grain structure. The material is composed of natural hardwood fibers bound tightly in a dense, yet slightly porous substrate, which imparts a robust and tactile surface. The satin finish applied to the teak surface subtly diffuses light, creating a soft sheen that enhances the wood’s warm coloration and highlights its textured grain orientation. This finish balances reflectivity and roughness, replicating the natural interplay of light on finely sanded and polished teak furniture surfaces while preserving the organic, uneven character of the coarse grain.
Within physically based rendering (PBR) workflows, this texture excels by accurately representing the composition and surface qualities across multiple channels. The BaseColor (Albedo) channel captures the warm golden hues and natural pigment variations of teak wood, while the Normal map defines the coarse grain orientation and fine surface relief, enhancing tactile realism. The Roughness channel reflects the satin finish’s moderate smoothness, allowing nuanced light diffusion without excessive glossiness. As teak is a non-metallic organic material, the Metallic channel remains at zero, ensuring correct light absorption and reflection. Ambient Occlusion subtly deepens grain recesses and fissures, adding depth, and the Height/Displacement map conveys subtle surface undulations for enhanced realism in close-up renders.
Designed with seamless tiling in mind, this texture avoids visible borders or repetition artifacts, making it ideal for large furniture models such as tabletops, chairs, and cabinets that demand consistent, natural variation. Its photorealistic detail and 8K resolution ensure fine grain and surface nuances remain sharp even in high-definition projects. This texture is fully optimized and Unreal, Blender, and Unity ready, supporting precise light interaction and rich surface detail for realistic and immersive visualizations.
For optimal results, it is recommended to adjust the UV scale to maintain the natural coarse grain appearance without exaggeration, and to fine-tune roughness values subtly to match specific lighting conditions or artistic direction. This seamless 3D teak wood texture with satin finish and coarse grain is a versatile and authentic material solution for realistic furniture wood renders requiring both natural beauty and technical accuracy.
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.
