The walnut planks rich dark grain texture is an expertly crafted, AI-generated wood surface designed to deliver authentic and natural detail to your 3D materials. Its base substrate consists of solid walnut wood, renowned for its dense, fine-grained structure and deep, warm brown coloration enriched by subtle reddish undertones. The planks feature a pronounced grain orientation that closely follows the organic alignment of natural wood fibers, contributing to the texture’s lifelike appearance. The surface finish presents a semi-matte polish that softly diffuses light while preserving a natural sheen typical of well-maintained hardwood floors or premium furniture. Embedded pigments and natural oxide layers within the wood fibers create the rich dark tones, while slight porosity and subtle weathering effects introduce nuanced imperfections that enhance realism without disrupting seamless tiling.
These detailed material characteristics are accurately represented across the PBR texture channels to ensure realistic rendering under various lighting and viewing conditions. The BaseColor (Albedo) map captures the warm, dark hues of the walnut planks alongside the intricate grain patterns and subtle color variations inherent to natural wood. The Normal map encodes fine surface undulations and grain directionality, enhancing tactile realism and dynamic light interaction. Roughness values are finely calibrated to reflect the semi-polished finish, balancing glossy and matte areas to simulate the tactile feel of gently worn wood. The Metallic map remains near zero, consistent with the non-metallic nature of wood. Ambient Occlusion deepens shadows in grain grooves and plank joints, adding visual depth, while the Height (Displacement) map provides precise elevation data for simulating subtle surface relief and parallax effects in close-up or real-time scenes.
Optimized for high-resolution workflows, this tileable walnut planks rich dark grain texture supports up to 8K resolution, ensuring exceptional clarity and detail across expansive surfaces. It integrates seamlessly with popular 3D software and game engines such as Blender, Unreal Engine, and Unity, maintaining performance without sacrificing visual fidelity. For optimal results, adjusting the UV scale to accurately match your model’s proportions helps maintain the natural appearance of the grain pattern without stretching or repetition artifacts. Additionally, fine-tuning the roughness map intensity allows you to balance reflective qualities under different lighting conditions, while subtle adjustments to the displacement map can create convincing parallax effects that anchor the wood material realistically within your scene.
This seamless walnut planks rich dark grain texture is a versatile and reliable asset that enhances wood surfaces with rich color, intricate grain detail, and flawless seamless tiling. Whether used for cinematic renders, game environments, or detailed material studies, it offers a meticulously crafted AI texture walnut planks rich dark grain experience that elevates the realism of wood textures and supports accurate 3D preview 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.
