The aged walnut texture seamless high resolution up to 8k showcases the intricate natural characteristics of weathered walnut wood, making it an ideal material for realistic 3D applications. This texture captures the organic composition of walnut wood, featuring fine grain orientation with subtle fibrillation and natural porosity developed over time. The surface finish reflects a gently worn, matte patina that highlights the wood’s inherent warmth and depth, enhanced by soft color variations ranging from deep browns to muted amber hues. These colorations arise from natural pigments and tannins within the wood, subtly intensified through AI-driven generation to produce a seamless tileable pattern that maintains visual cohesion even across large UV islands typical in modern workflows. The texture’s composition balances a delicate interplay of smooth and rough areas, simulating the aged surface’s tactile complexity without overwhelming noise, ensuring a believable and versatile base for wood materials in 3D environments.
In terms of physically based rendering (PBR) channels, the base color or albedo map accurately reproduces the nuanced walnut tones and aged wood grain, providing a rich visual foundation. The normal map emphasizes the fine wood fibers, slight indentations, and the natural undulations of the surface, contributing to realistic light interaction and shadowing. The roughness channel is calibrated to reflect the semi-matte finish typical of aged walnut, allowing surfaces to softly scatter light rather than reflecting harshly, while the metallic channel remains minimal or zero to represent the organic, non-metallic nature of wood. Ambient occlusion enhances depth perception by simulating shadowing in crevices and grain lines, and the height or displacement map captures subtle relief variations, enabling enhanced parallax effects or geometry displacement for added realism in close-up views. This comprehensive channel setup supports photorealistic rendering in engines such as Blender, Unreal Engine, and Unity, where the texture’s high resolution of up to 8k ensures crisp detail is preserved even on large surfaces or cinematic renders.
Designed to accelerate wood workflows in modern pipelines, this AI texture aged walnut texture seamless high resolution up to 8k is optimized for real-time scenes, level dressing, and material studies. It works seamlessly out of the box, preserving clarity and continuity to keep iteration loops fast and efficient. For best results, it is recommended to maintain consistent texel density across assets and ensure UV maps are well-proportioned to prevent stretching or distortion. Adjusting roughness values subtly can help tailor the aged walnut’s surface reflectivity to suit different lighting conditions or artistic directions. Utilizing the height map for parallax or displacement effects further enhances the tactile realism of this natural wood texture, making it a versatile addition to any 3D artist’s material library. Whether for game development, architectural visualization, or cinematic production, this tileable aged walnut texture seamless high resolution up to 8k delivers both technical excellence and aesthetic authenticity.
The seamless aged walnut texture in high resolution up to 8k offers a highly detailed wood texture with realistic PBR appearance, allowing for an accurate 3D preview of aged walnut surfaces.
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.
