The Decorative Walnut Texture Seamless high resolution up to 8k is a meticulously crafted wood material designed to capture the authentic characteristics of walnut timber. This texture features the natural grain orientation and rich organic patterns typical of walnut wood, with fine fibrous detail and moderate porosity that reflect a finely sanded, polished surface finish. The base substrate presents warm brown hues enhanced by subtle color variations and pigments that mimic the natural sapwood and heartwood contrast. The seamless tileable design ensures a continuous flow of the wood grain across large surfaces without visible breaks or repetition, making it ideal for detailed architectural visualization, product mockups, and immersive game environments.
In terms of physically based rendering (PBR) channels, this texture excels in realism and versatility. The BaseColor or Albedo map faithfully reproduces the walnut’s deep, decorative coloration and nuanced wood tones. The Normal map captures the subtle relief of grain and growth rings, adding tactile depth and enhancing light interaction. The Roughness channel reflects the semi-polished finish of walnut wood, balancing subtle gloss with enough roughness to avoid unnatural reflections. The Metallic map remains minimal, consistent with organic timber’s non-metallic nature, while the Ambient Occlusion map adds natural shadowing in grain crevices, emphasizing texture depth and surface complexity. The Height or Displacement map provides refined surface elevation data that can be used to enhance parallax effects or height-based shading, reinforcing the texture’s three-dimensional appearance.
Designed for modern digital content creation pipelines, this texture supports resolutions up to an impressive 8k, ensuring exceptional clarity and detail even on large UV islands or close camera views. It integrates seamlessly with popular 3D software such as Blender, Unity, and Unreal Engine, requiring minimal setup to achieve professional results. For optimal usage, it is recommended to maintain consistent texel density across all wood assets in your scene and adjust the roughness parameter subtly to suit lighting conditions—slightly lowering roughness can simulate a freshly polished walnut surface, while increasing it can suggest a more matte, weathered finish. Additionally, uniform UV scaling helps prevent stretching and preserves the natural flow of the wood grain pattern.
This decorative walnut texture is a stable, artifact-free asset tuned to avoid the common pitfalls of auto-generated wood textures, such as visible tiling seams or unnatural repetition. Its high resolution and carefully balanced PBR maps make it a reliable choice for interior staging, detailed game environments, or any project demanding realistic wood surfaces. By leveraging this tileable decorative walnut texture seamless high resolution up to 8k, artists and designers can effortlessly enhance their 3D previews with authentic wood aesthetics and superior material fidelity.
The AI-generated decorative walnut texture seamless high resolution up to 8k offers a highly detailed, realistic surface ideal for PBR applications requiring seamless decorative walnut texture seamless high resolution up to 8k quality.
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.
