The Clean Pine Texture Seamless high resolution up to 8k is a meticulously crafted wood texture designed to replicate the natural characteristics of fresh pine surfaces. This tileable texture showcases the fine grain orientation and subtle knots typical of pine, rendered with exceptional clarity to emphasize the organic wood fibers and slight porosity inherent to this softwood substrate. The surface finish is smooth yet retains a natural matte quality, resembling untreated pine with minimal oxidation or weathering, which highlights its clean and fresh appearance. The color palette captures the warm, pale yellow hues of raw pine, enhanced by subtle variations in pigment that mimic natural growth rings and sapwood transitions, making it suitable for realistic wood textures in digital environments.
In terms of physically based rendering (PBR) channels, the BaseColor (Albedo) map accurately reflects the light, warm tones and delicate color gradations inherent in pine wood. The Normal map conveys the fine micro-details of the wood grain and occasional knots, adding depth and tactile realism to 3D models. The Roughness map is calibrated to deliver a predominantly matte finish with slight glossiness around naturally polished areas, simulating the way light scatters on pine’s soft surface. The Metallic channel remains neutral, as pine is an organic material with no metallic properties, while the Ambient Occlusion map enhances shadowed crevices and grain depth, improving the perception of volume and realism. The Height/Displacement map provides subtle relief to emphasize the wood’s natural undulations and growth patterns, ideal for parallax or displacement effects in high-end renders.
This tileable clean pine texture seamless high resolution up to 8k is optimized for integration into popular 3D software such as Blender, Unreal Engine, and Unity, ensuring consistent, repeatable results across real-time scenes, cinematic renders, level dressing, and material studies. Its high-resolution detail allows artists and developers to cover expansive surfaces without sacrificing clarity or introducing visible seams. A practical tip for best results is to carefully adjust the UV scale to balance detail density and avoid stretching, while fine-tuning the roughness intensity to harmonize with your scene’s lighting conditions, ensuring the wood material feels grounded and authentic within any environment.
This seamless clean pine texture offers a high resolution up to 8k, providing an AI-generated, clean pine texture with seamless detail and a 3D preview for accurate PBR material visualization.
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.
