The maple end grain butcher block texture is a meticulously crafted wood material that highlights the natural composition and fine structure of tightly joined maple end grain fibers. This texture authentically replicates the characteristic cross-section of maple wood, where the grain orientation is perpendicular to the surface, revealing intricate growth rings and cellular patterns unique to end grain butcher blocks. The substrate consists of dense, organic maple wood fibers with minimal porosity, contributing to its durable and solid nature. The surface finish is smooth yet tactile, simulating the polished and sealed quality typical of butcher blocks used in culinary environments. Warm, creamy tones with subtle variations and translucency are derived from the natural pigments within the maple, enhanced by a gentle patina that suggests light wear while maintaining an organic matte sheen without heavy weathering or gloss.*
This seamless maple end grain butcher block texture set is designed specifically for physically based rendering workflows, offering all essential PBR channels for realistic wood textures and material fidelity. The BaseColor (Albedo) map captures the rich, warm color complexity and subtle tonal shifts of the maple surface, while the Normal map encodes the finely detailed topography of end grain patterns, providing depth and tactile roughness without altering geometry. Roughness maps control the surface reflectivity, balancing polished and matte areas to produce an authentic butcher block finish. The Metallic channel remains near zero, reflecting the purely organic nature of the wood. Ambient Occlusion enhances shadowing within grain intersections and crevices, adding visual depth, and Height/Displacement maps introduce subtle relief and surface irregularities that improve parallax effects in close-up 3D preview renders.*
Optimized for seamless tileability and high-resolution use up to 8K, this maple end grain butcher block texture performs flawlessly across major 3D engines such as Blender, Unreal Engine, and Unity. Its scalable design ensures consistent detail across expansive surfaces without visible seams, resulting in crisp and photorealistic visual quality. For best results, adjusting the UV scale to align the grain pattern naturally with the model’s dimensions is recommended, preserving the authentic appearance of the wood fibers and grain orientation. Additionally, fine-tuning roughness parameters and normal map intensity according to scene lighting enhances material realism by preventing overly flat or shiny surfaces. Utilizing the height and displacement maps further enriches the tactile quality, adding subtle depth that elevates both real-time and offline rendering 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)
- 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.
