The Matte Birch Texture Seamless high resolution up to 8ktexture showcases a finely detailed wood surface derived from natural birch, known for its light, creamy base substrate and subtle grain patterns. This texture features a smooth matte finish that highlights the characteristic fine fibers and gentle undulations of birch wood, carefully preserving its organic porosity and minimal weathering effects. The surface reflects a natural interplay of diffuse pigments and slight color variations caused by natural dyes and mineral oxide layers within the wood, resulting in a balanced, non-reflective appearance that enhances realism in 3D environments. The texture’s composition includes delicate grain orientation and soft knot formations that contribute to its authentic tactile quality, ideal for architectural visualization, environment art, and concept prototyping workflows.
In PBR channels, the BaseColor/Albedo captures the soft beige and warm ivory hues typical of birch wood, while the Normal map accentuates the intricate grain and subtle surface relief, providing depth without harsh contrast. The Roughness map reinforces the matte finish by controlling light diffusion, avoiding glossy highlights and maintaining a subdued reflection consistent with untreated wood. The Metallic channel remains near zero to reflect birch’s non-metallic nature, while Ambient Occlusion adds shadowing around grain edges and knots to enhance spatial perception. Height or Displacement maps define the gentle surface irregularities and the fine textural relief, promoting believable parallax effects when applied in real-time engines.
This tileable matte birch texture seamless high resolution up to 8k is optimized for seamless repetition, making it perfect for covering large surfaces without visible seams or pattern distortion. Its ultra-high resolution supports close-up renders and fine detail retention in Blender, Unreal Engine, and Unity, ensuring predictable, repeatable results across diverse projects. To maximize realism and consistency, it is recommended to match texel density across all wood assets and maintain uniform UV scaling, which prevents stretching and distortion of the birch grain pattern. Adjusting roughness values slightly can help fine-tune the surface interaction with light, adapting the texture for different lighting conditions or material simulations.
This AI-generated seamless matte birch texture offers a seamless high resolution up to 8K, providing realistic wood textures with a detailed 3D preview for accurate PBR material representation.
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.
