This seamless 3D PBR texture presents an exceptionally detailed grainy woodgrain surface, crafted to replicate the natural complexity of planked and panelled wood panels. The base material mimics aged hardwood, featuring fibrous burlap-like grain orientation combined with coarse aggregates that give the wood its distinctive gritty, weathered character. The underlying structure suggests a natural organic substrate, enhanced by subtle porosity and signs of wear such as wrinkles, creases, and worn edges. A matte flat finish complements the rustic aesthetic, suppressing reflections while accentuating the depth and texture of the wood’s weathered surface. Natural pigments and oxide layers subtly tint the wood in warm, earthy tones, further emphasizing its authentic, timeworn appearance.
In terms of PBR channels, the BaseColor/Albedo map accurately captures the nuanced coloration of the grainy woodgrain, including its dusty browns and muted amber hues. The Normal map provides finely detailed surface irregularities, from the fibrous burlap textures to the creased and wrinkled wood grain, enhancing the tactile realism when light interacts with the material. Roughness values are carefully balanced to reflect the matte, non-glossy finish typical of aged wood, while the Metallic channel remains neutral, as natural wood lacks metallic properties. Ambient Occlusion adds subtle shading to panel joints and crevices, boosting depth perception, and the Height/Displacement map supports fine reliefs for realistic surface undulations. This texture is delivered in ultra-high 8K resolution, ensuring crisp detail even on large surfaces, and is optimized for seamless tiling with no visible borders or repetitive artifacts.
Engineered for compatibility and ease of use, this texture is fully Unreal Engine, Blender, and Unity ready, making it ideal for architects, game developers, and visualization artists seeking realistic wooden floors, walls, or furniture surfaces. The seamless tiling ensures smooth repetition, preserving authentic micro-variations across extensive areas without breaking immersion. For optimal results, it is recommended to adjust the UV scale to avoid texture stretching on large panels and fine-tune roughness to match specific lighting conditions, especially in indoor or weather-exposed environments. Additionally, leveraging the height/displacement channel can add convincing depth when using parallax or tessellation techniques, enhancing the tactile feel of the woodgrain.
The 3D texture features a detailed planked panelled design with realistic surface variations, optimized as an unreal blender ready asset for accurate PBR rendering.
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.
