Seamless Brown Planks 09 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Brown Planks 09 by Texture Haven – PBR 3D Texture (8K ready)

IDbrown-planks-09-by-texture-haven-pbr-seamless-8k
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Brown Planks 09 by Texture Haven is a meticulously crafted PBR 3D texture designed to authentically replicate the natural qualities and appearance of fine-grained hardwood planks. The base material consists of a dense hardwood substrate with tightly aligned grain orientation which contributes both to the structural integrity and visual complexity of the surface. This wood texture captures subtle organic variations and natural porosity inherent to real wood enhanced by faint traces of surface weathering and slight irregularities that add depth without sacrificing the smooth polished finish. The warm brown coloration emerges from a combination of inherent wood pigments and delicate oxide layers imparting a rich organic tone that reflects the true nature of natural wood surfaces. While hints of adhesives and binders typical of engineered wood are implied these elements remain subtle to preserve seamless continuity making the texture ideal for expansive surface applications.

From a PBR perspective this texture pack includes a full set of maps optimized for physically based rendering engines such as Blender Unreal Engine and Unity. The Base Color (Albedo) map expertly captures nuanced color variations and pigment intensity characteristic of natural hardwood ensuring realistic light interaction across various lighting conditions. The Normal map reveals detailed wood grain and micro-surface variations simulating tactile fiber structures and minor imperfections that contribute to the material’s authenticity. The Roughness channel is carefully balanced to produce a semi-matte finish typical of lightly weathered wood allowing for subtle light diffusion alongside gentle specular highlights. The Metallic channel remains near zero consistent with the organic non-metallic nature of wood. Ambient Occlusion enhances shadowing within grain crevices and between planks adding convincing depth while the Height/Displacement map accentuates edges and surface undulations enabling realistic parallax and displacement effects for enhanced dimensionality.

Available at resolutions up to 8K this texture guarantees crisp detail and fidelity even when applied to large-scale surfaces ensuring high-quality results in professional projects. It is fully compatible with modern rendering workflows supporting Blender’s Principled BSDF shader as well as Unreal Engine’s Base Color Roughness Normal and Ambient Occlusion inputs along with Unity’s URP and HDRP Lit shaders. For optimal realism it is recommended to maintain consistent texel density and experiment with height or parallax mapping in combination with the Normal map to amplify surface depth perception. Slight adjustments to the roughness values can tailor the finish for interior or exterior environments providing versatile application across projects that demand realistic wood surfaces with natural color subtle weathering and tactile appeal.

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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