The whitewashed oak light pores texture showcases a meticulously crafted wood surface, highlighting the natural complexity and fine details of light oak grain with an elegant whitewashed finish. The base material is a high-quality oak substrate, known for its elongated grain fibers and delicate pore structures typical of light oak woods. This texture features minimal porosity, enhanced by a soft matte whitewash that gently mutes the warm oak undertones while preserving the organic depth and intricate fiber orientation beneath. The surface finish resembles a carefully brushed treatment, where subtle abrasion and translucent white pigments combine to create a refined, weathered appearance. This balanced interplay of natural wood character and a contemporary bright aesthetic makes it ideal for architectural visualizations and interior design projects seeking authentic wood textures with a seamless, tileable pattern.
All aspects of this seamless whitewashed oak light pores texture are precisely represented through physically based rendering (PBR) channels to ensure photorealistic material response. The BaseColor (Albedo) map captures the nuanced blend of pale white pigments and warm oak hues, accurately reflecting the natural whitewashed effect without overpowering the wood’s inherent beauty. The Normal map enhances tactile realism by emphasizing the subtle relief of fine pores and grain direction, simulating the soft surface undulations typical of light oak. Roughness values are calibrated to replicate the lightly brushed, matte finish, providing moderate reflectivity that interacts naturally with light across different angles, avoiding an overly glossy or flat look. The Metallic channel remains near zero, consistent with organic wood materials, while the Ambient Occlusion map deepens shadows around pores and grain recesses, adding dimensionality. The Height/Displacement map enables enhanced surface detail for close-up views and real-time 3D preview environments, ensuring realism in both static renders and interactive workflows.
This ai texture whitewashed oak light pores set delivers exceptional clarity at an 8K resolution, preserving intricate grain nuances and pore details even across extensive tiled surfaces. It is fully optimized for seamless integration with popular 3D platforms such as Blender, Unreal Engine, and Unity, supporting efficient iteration and real-time visualization. Whether applied to large architectural scenes, realistic furniture models, or detailed material studies, the texture maintains consistent natural appearance under diverse lighting conditions and rendering pipelines. For best results, adjusting the UV scale is recommended to align the grain and pores appropriately with your model’s dimensions, preventing visible stretching or repetition. Additionally, fine-tuning the roughness map can enhance the soft reflective qualities of the whitewashed finish, increasing surface depth and breakup without introducing harsh highlights, while subtle height or ambient occlusion adjustments further enrich tactile realism.
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.
