The Rough Maple Texture Seamless high resolution up to 8k is a meticulously crafted AI-generated wood texture designed to replicate the authentic characteristics of rough maple hardwood. This tileable texture showcases the natural composition of solid maple wood, featuring a dense grain structure with fine fibrous orientation that reflects the organic growth patterns of the tree. Interspersed natural knots and subtle pores contribute to its tactile authenticity, while the surface exhibits a slightly weathered, brushed finish with minimal gloss. Warm beige and soft reddish color variations mimic the natural pigments and oxide layers developed over time, providing depth and visual interest without artificial uniformity. The texture’s natural roughness and matte appearance emphasize the organic, unpolished state of maple wood, making it ideal for realistic 3D environments and architectural visualizations where natural material fidelity is essential.
This rough maple texture seamless high resolution up to 8k excels in physically based rendering (PBR) workflows, delivering comprehensive material detail through multiple texture maps. The BaseColor (Albedo) map captures the true color spectrum of maple wood with nuanced pigment gradations, while the Normal map encodes fine grain directionality and surface irregularities, enhancing light interaction and depth perception. The Roughness map balances diffuse and specular reflections to represent the wood’s moderately rough surface, avoiding excessive shininess while preserving subtle weathered highlights. The Metallic channel remains near zero, consistent with non-metallic organic wood materials, ensuring accurate reflectance. Ambient Occlusion enhances shadow depth within crevices and around knots, adding realism to 3D previews. Height and Displacement maps provide surface elevation details, enabling advanced rendering engines like Blender, Unity, and Unreal Engine to simulate physical depth and grain relief precisely. This high-resolution 8k texture is supplied in optimized PNG and WEBP formats for seamless integration and minimal setup across diverse 3D workflows.
For optimal use, it is recommended to carefully adjust the UV scale to correspond with the dimensions of real-world maple planks, maintaining authentic grain size and avoiding texture stretching or distortion. Combining this texture with a lightly tuned ambient occlusion pass and a subtle normal map adjustment can further enhance surface breakup, preventing overly sharp or artificial detail while preserving a natural appearance. This approach ensures that the rough maple texture seamless high resolution up to 8k responds dynamically to lighting, delivering consistent, realistic results across game assets, architectural renderings, and detailed environment art. Whether applied in large-scale scenes or focused close-ups, this texture supports efficient workflows and elevates the visual quality of any project requiring high-fidelity wood textures and 3D preview realism.
The tileable rough maple texture seamless high resolution up to 8k offers a detailed, ai texture rough maple texture seamless high resolution up to 8k quality that enhances the PBR appearance with its consistent, seamless rough maple texture seamless high resolution up to 8k surface characteristics.
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.
