Bark Moss Rough — Moss Rough Old Tree Bark — PBR seamless 3D texture free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Bark Moss Rough — Moss Rough Old Tree Bark — PBR seamless 3D texture

IDtree-bark-03-bark-moss-rough-old-wood-natural
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Bark Moss Rough seamless 3D texture captures the authentic complexity of old tree bark naturally fused with soft moss growth designed specifically for physically based rendering (PBR) workflows in modern 3D environments. The material’s primary substrate consists of rugged aged wood fibers that showcase a coarse grain orientation typical of weathered outdoor bark. Intertwined with these woody fibers are uneven porous layers of moss that add a distinct softness and organic irregularity to the surface. Fine weathering effects appear as subtle cracks fissures and natural erosion patterns contributing to a tactile roughness that varies across the texture. This variation is reflected in the surface finish ranging from matte fibrous bark sections to velvety moss patches embodying the diverse tactile qualities found in natural outdoor wood surfaces. Earthy pigments dominate the albedo channel delivering realistic color variation that highlights the interplay between rough bark and soft moss emphasizing the aged natural character of this organic material.

The texture set includes a full suite of PBR maps: albedo (BaseColor) normal roughness ambient occlusion (AO) height and a minimal metallic channel consistent with the organic non-metallic nature of wood and moss. The normal map expertly encodes the coarse grain details of the bark alongside the subtle contours of moss growth enhancing surface depth without the need for manual adjustments. Roughness values effectively differentiate between the bark’s weathered rough regions and the moss’s smoother plush areas creating a realistic tactile contrast. Ambient occlusion deepens shadows in crevices and moss clusters amplifying dimensionality while the height map supports displacement or parallax effects to boost realism in both real-time engines like Unreal Engine and Unity as well as offline renderers such as Blender. This 3D texture is fully tileable and available in crisp 4K resolution with an optional upgrade to 8K enabling ultra-high-detail rendering suitable for demanding natural environment scenes.

Optimized for easy integration into digital content creation pipelines this tree bark 03 texture balances high fidelity with performance efficiency ensuring consistent shading and lighting calibration without extensive manual tweaking. Its natural roughness and organic surface qualities make it ideal for outdoor scenes wooden assets and environments that require realistic bark and moss surfaces. For best results it is recommended to carefully adjust the UV scale to preserve the natural proportions of bark grain and moss patterns and to fine-tune roughness parameters within shaders to emphasize the tactile contrast between rugged bark and soft moss. This approach guarantees a convincing physically based surface appearance that performs reliably across Blender Unreal Engine and Unity projects elevating the realism of any natural wood or forest visualization.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

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