Archviz Bark Organic Substance Designer Tree Vegetable — Seamless PBR Texture free download

. Formats: PNG . Free for personal & commercial use.

Preview — Archviz Bark Organic Substance Designer Tree Vegetable — Seamless PBR Texture

IDarchviz-bark-organic-substance-designer-tree-vegetable
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture masterfully captures the intricate organic makeup of tree bark expertly crafted using Substance Designer to authentically represent the natural complexity of wood and vegetable matter. The base substrate consists predominantly of fibrous layers formed by cellulose and lignin typical components found in organic bark structures. These layered fibers display subtle variations in grain orientation and porosity which reveal realistic weathering effects and natural surface irregularities common in aged bark. The texture’s finish emulates a slightly rough matte wood exterior featuring fine fissures and delicate fibers that contribute to its tactile realism. Carefully balanced pigments and oxidation layers produce consistent earthy brown and gray tones replicating the natural colorants found in tree bark while the overall layered composition highlights the organic vegetable elements that define the material’s authentic appearance.

Within the physically based rendering workflow this bark texture’s BaseColor (Albedo) map preserves the genuine hues and subtle pigment variations characteristic of natural wood surfaces including oxide layers that add depth to the color profile. The Normal map accentuates the fine ridges grain patterns and fissures without introducing harsh edges enhancing the tactile depth and realism of the bark’s surface. Roughness values are calibrated to reflect the moderately coarse uneven texture of bark enabling accurate light scattering and diffuse reflections typical of organic wood material. The Metallic channel remains near zero consistent with the non-metallic nature of vegetable matter while Ambient Occlusion enhances shadowing within crevices and fibrous details adding volumetric depth. The Height/Displacement map encodes subtle elevation changes supporting parallax and displacement effects for close-up views that maintain exceptional realism without distortion or artifacts.

Offered in resolutions up to 8K this seamless texture is fully optimized for integration within Blender Unreal Engine and Unity ensuring compatibility with standard PBR workflows in archviz game development and high-quality visualization projects. Its seamless tiling capability guarantees uniform texture fidelity and color response across extensive surfaces making it ideal for architectural visualization scenes natural environments or game assets requiring realistic tree bark and wood materials. For practical use adjusting the UV scale can help to maintain a natural bark pattern proportion relative to your tree or wood models while fine-tuning roughness values allows simulation of different weathering stages or moisture conditions enhancing the material’s realism under a variety of lighting scenarios.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

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