Charred Shou Sugi Ban Siding free download

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

Preview — Charred Shou Sugi Ban Siding

Texture Info

IDcharred-shou-sugi-ban-siding
CategoryWood
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

The charred Shou Sugi Ban siding texture is an exquisitely detailed AI-generated wood material, expertly crafted to replicate the centuries-old Japanese technique of preserving cedar wood through surface charring. This traditional process creates a dense, carbonized layer on natural cedar, significantly enhancing the wood’s durability and weather resistance while imparting a distinctive deep black finish. The substrate consists of tightly oriented grain fibers with subtle porosity, reflecting the organic structure of natural wood. Its surface finish ranges from matte to semi-gloss, featuring slight roughness and occasional fissures formed during the charring process. Rich pigment variations arise from oxide layers developed during carbonization, lending the siding its characteristic tonal depth and subtle, organic grain patterns that convey realism and visual complexity.

In PBR workflows, this seamless charred Shou Sugi Ban siding texture delivers comprehensive data through an extensive map set. The BaseColor (Albedo) maps capture the complex interplay of dark charred hues and natural wood tones, while the Normal and Height/Displacement maps emphasize the fine relief of grain fibers and the tactile depth of charred ridges. Roughness and Ambient Occlusion channels enhance surface contrast and shadowing, replicating the tactile feel of the wood’s slightly uneven finish. Metallic values remain low, accurately reflecting the non-metallic, organic nature of the material. Offered in ultra-high resolution up to 8K, this tileable texture ensures exceptional clarity and detail across large surfaces without visible seams or repetition, making it ideal for architectural visualization, game environments, and cinematic renders.

Designed for seamless integration with Blender, Unreal Engine, and Unity, this AI texture charred Shou Sugi Ban siding streamlines wood material workflows across diverse platforms. To maximize realism and maintain visual fidelity, it is essential to keep a consistent UV scale to preserve texel density and prevent distortion of the delicate charred grain patterns. Adjusting roughness values allows fine-tuning of the surface’s reflective qualities, from matte to subtly glossy finishes, depending on lighting conditions. Incorporating height or parallax mapping further enhances the three-dimensionality and tactile impression of the charred wood surface, elevating the immersive quality of 3D previews and real-time renders. This texture embodies a harmonious blend of traditional craftsmanship and modern AI precision, delivering a highly realistic and versatile solution for digital wood textures in contemporary material workflows.

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.