The plywood cross grain veneer texture is a meticulously crafted material that authentically replicates the layered construction and distinctive appearance of real plywood surfaces. Made from thin wood veneers bonded together with strong, typically formaldehyde-based adhesives, this texture highlights the alternating grain directions that provide plywood with its renowned strength and dimensional stability. The surface showcases a smooth yet naturally textured finish, capturing the subtle interplay between polished wood fibers and faintly fibrous veins. Its coloration reflects the warm, natural tones of untreated or lightly finished plywood, revealing nuanced variations in wood pigments and the translucency of thin veneer layers. Porosity is low but perceptible, contributing to a realistic depth and tactile quality, while minimal weathering preserves a clean, fresh look that suits a wide array of visual contexts.
This seamless plywood cross grain veneer texture is optimized for physically based rendering workflows and comes in resolutions up to 8K, ensuring every detail of the cross-oriented grain and veneer layering is preserved without visible seams or repetitive patterns. The texture set includes comprehensive maps: BaseColor/Albedo defines the natural wood hues and grain contrast; Normal maps encode subtle fiber direction changes and surface relief; Roughness controls the semi-matte reflectivity characteristic of plywood; Metallic remains at zero as this is a non-metallic material; Ambient Occlusion enhances depth with shadowing in grain crevices; and Height/Displacement maps simulate realistic surface undulations and the layered nature of veneers. Together, these channels enable dynamic, lifelike responses to diverse lighting in real-time engines and offline renderers.
Fully compatible with major 3D platforms such as Blender, Unreal Engine, and Unity, this tileable plywood cross grain veneer texture integrates seamlessly into architectural visualizations, game environments, and product mockups requiring authentic wood materials. To maximize realism, it is recommended to adjust the UV scale to align the grain frequency proportionally with your model’s size. Additionally, fine-tuning the roughness map can effectively replicate the subtle sheen of finished plywood surfaces, while careful use of height or parallax mapping adds dimensionality without overpowering the natural wood character. This AI texture plywood cross grain veneer offers a versatile, high-fidelity solution for creatives seeking clarity, stability, and natural beauty in wood textures.
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.
