The decorative herringbone parquet texture seamless high resolution up to 8k presents an expertly crafted digital representation of classic hardwood flooring, designed to capture the essence of traditional parquet materials with exceptional realism. This texture showcases a base substrate composed of interlocking hardwood planks arranged meticulously in a timeless herringbone pattern, highlighting natural wood grain orientation and subtle porosity that contribute to the tactile authenticity of the surface. The finish is polished yet retains delicate surface irregularities and micro-wear, simulating the nuanced interplay of light on a well-maintained wooden floor. Color variations arise from natural wood pigments and oxide layers, producing subtle tonal shifts that enrich the visual depth and complexity of the parquet surface, while adhesive layers and binders are implied through the seamless joinery between planks, enhancing the material’s genuine handcrafted appearance.
In physically based rendering (PBR) workflows, this tileable decorative herringbone parquet texture seamless high resolution up to 8k excels by offering detailed and accurate material channels that faithfully reproduce the intricate composition of real parquet flooring. The BaseColor or Albedo map delivers rich, natural wood hues and delicate gradients that mimic true hardwood pigmentation. The Normal map accentuates the grain structure and slight elevation changes, giving the parquet its dimensional relief and tactile feel. Roughness maps balance polished glossiness with worn matte areas, replicating how light diffuses across treated wood surfaces that have experienced subtle aging. The Metallic channel remains neutral, reflecting the organic, non-metallic nature of wood, while Ambient Occlusion deepens shadows along plank joints and crevices to enhance realism. Additionally, the Height or Displacement channel captures fine surface undulations and plank edges, enabling parallax effects and realistic surface breakup in real-time engines such as Blender, Unreal Engine, and Unity.
Optimized for seamless tiling at resolutions up to 8k, this decorative herringbone parquet texture ensures smooth, repeatable patterns without visible seams or repetitive artifacts, making it ideal for large-scale architectural visualization, cinematic renders, and game environments. For optimal results, adjusting the UV scale helps maintain accurate plank proportions, while fine-tuning the roughness parameter allows users to customize the surface finish from freshly polished to subtly worn. Incorporating subtle ambient occlusion and a calibrated normal pass further enhances surface detail without introducing oversharpening, guaranteeing predictable, high-quality outcomes across diverse 3D preview platforms. This AI-generated texture offers a premium, realistic parquet surface that integrates seamlessly into any PBR material workflow, delivering both aesthetic fidelity and practical versatility for professional 3D artists and designers.
The decorative herringbone parquet texture seamless high resolution up to 8k offers a highly detailed and realistic PBR appearance, with AI texture capabilities enhancing the seamless decorative herringbone parquet texture seamless high resolution up to 8k quality among various parquet textures.
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.
