Bark Tree Forest — Bark Brown Bark Tree Forest Knots — PBR seamless 3D texture free download

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

Preview — Bark Tree Forest — Bark Brown Bark Tree Forest Knots — PBR seamless 3D texture

IDbark-brown-02-bark-tree-forest-knots-wooden-knots-tree-trunk
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Bark Tree Forest texture is a high-quality seamless 3D material designed to replicate the natural complexity of bark brown 02 tree trunks and forest wood with remarkable realism. Its base substrate is organic wood characterized by a fibrous grain structure with natural knots and subtle surface irregularities that reflect years of exposure to outdoor weathering. The texture captures the intricate interplay of pigments and tannins responsible for the deep brown hues while the surface finish maintains a slightly rough natural patina typical of mature forest bark. This rich brown color is enhanced by fine details of roughness variations and micro-displacement representing the porous and layered structure of natural bark and wooden knots without any artificial glossiness or polish.

The physically based rendering (PBR) maps included—albedo (BaseColor) normal roughness ambient occlusion (AO) and height—accurately convey the material’s layered composition and surface properties. The albedo channel provides true-to-life color data with organic brown tones and subtle color shifts caused by natural oxidation and weathering. The normal map emphasizes the fine grain orientation and pronounced depth of knots and bark ridges while the roughness map defines the matte non-reflective areas contrasted with slightly smoother patches caused by natural wear. Ambient occlusion enhances shadowing in crevices and knot recesses adding dimensionality. Height maps enable realistic parallax effects or displacement further enhancing the tactile feel of the tree trunk’s surface. Metallic data is minimal to none consistent with the organic non-metallic nature of wood.

Optimized for modern pipelines this texture is delivered primarily in 4K resolution with an optional 8K variant for high-end rendering and detailed close-ups. It is fully tileable ensuring seamless repetition across large forest scenes without visible borders and is compatible with leading DCCs and real-time engines such as Blender Unreal Engine and Unity. The material uses a metal/rough workflow calibrated to produce consistent shading and reliable results across both real-time and offline renderers minimizing the need for manual tweaking. Its balanced detail and performance make it ideal for natural outdoor environments forest floor scenes or close-up shots of wooden trunks and knots.

For practical application it is recommended to carefully adjust the UV scale to match the real-world dimensions of tree bark as correct scaling enhances the perception of natural grain and knot size. Additionally fine-tuning the roughness can help simulate varying moisture or wear conditions typical of outdoor wood. Incorporating the height map with parallax or displacement can dramatically improve realism by adding subtle depth to the bark’s textured surface making this Bark Tree Forest texture an excellent choice for artists seeking authentic physically based materials in their 3D forest scenes.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.