Gate Varnished Planks — Varnished Planks Grain Wooden Planks — PBR seamless 3D texture free download

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

Preview — Gate Varnished Planks — Varnished Planks Grain Wooden Planks — PBR seamless 3D texture

IDwooden-gate-wood-wooden-wooden-planks-gate-varnished-planks
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features varnished wooden planks meticulously designed to emulate the natural characteristics of timber commonly used in wooden gates and other man-made wooden structures. The base substrate is authentic wood with finely aligned grain orientation capturing the intricate fiber patterns and subtle variations typical of real wooden planks and timber panels. The surface is coated with a durable varnish that provides a polished finish balancing a subtle gloss with gentle oxidation effects that enrich the warm natural wood tones. This varnish layer also minimizes surface porosity reducing moisture absorption and ensuring consistent shading and lighting responses across various environments. The interplay between the varnish and the underlying wood grain creates a tactile surface that convincingly represents both the protective coating and the organic timber beneath preserving the wood’s natural texture while enhancing durability and aesthetic appeal.

As a physically based rendering (PBR) material this texture pack includes a full set of optimized maps tailored for use in Blender Unreal Engine and Unity workflows. The Albedo (BaseColor) map showcases rich varnished wood hues and sharp grain details free from baked lighting ensuring realistic color reproduction. The Normal map simulates delicate surface irregularities replicating the tactile depth of the wood grain and the varying thickness of the varnish coating. The Roughness map carefully balances the varnish’s polished sheen against the wood’s inherent micro-roughness preventing an overly reflective or flat appearance. The Ambient Occlusion map enhances depth around plank edges and grain crevices while the Height (Displacement) map delivers detailed surface relief for heightened realism in close-up views. The Metallic map remains unused to emphasize the non-metallic nature of timber. All texture maps are provided in crisp 4K resolution with an optional upgrade to 8K for ultra-high-definition projects available in both PNG and EXR formats for seamless integration into diverse digital content pipelines.

Perfectly suited for creating realistic wooden gates timber walls and plank surfaces this tileable varnished wooden planks texture supports the metal/roughness PBR workflow to guarantee consistent rendering results across multiple engines without manual tweaks. For optimal realism adjusting the UV scale to match the typical dimensions of wooden planks in your scene is recommended ensuring natural grain proportions and plank alignment. Additionally fine-tuning the roughness parameter allows precise control over the varnish’s reflectivity adapting the appearance to different lighting conditions. Utilizing the Height map to enable subtle parallax or displacement effects can further enhance the tactile authenticity of the wood grain and varnished surface adding rich depth and a convincing natural yet man-made aesthetic to your renders.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.