Seamless Japanese Sycamore by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Japanese Sycamore by Texture Haven – PBR 3D Texture (8K ready)

IDjapanese-sycamore-by-texture-haven-pbr-seamless-8k
Bark
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Japanese Sycamore texture is a meticulously crafted PBR 3D material designed to authentically represent the unique characteristics of natural Japanese Sycamore wood. This organic substrate features an intricate fibrous structure with a fine grain orientation typical of the species showcasing subtle variations in porosity and natural weathering. These details contribute to a slightly roughened tactile surface finish that balances smooth wood patches with areas of weathered bark. The base color channel captures warm earthy tones enhanced by faint oxide layers and natural pigments embedded within the wood fibers reflecting the material’s organic origins and prolonged outdoor exposure. This nuanced coloration adds depth and realism while the surface finish ranges from matte to semi-matte closely mimicking the authentic tactile qualities of this wood type.

Within the PBR workflow this texture’s channels work harmoniously to highlight the material’s complexity and realism. The Normal map accurately simulates the detailed topography of the grain and bark allowing light to interact naturally with the surface irregularities and enhancing depth perception. The Roughness map carefully modulates reflectivity balancing dry coarse bark areas against smoother wooden surfaces to ensure consistent shading across different lighting environments and rendering engines. The Metallic channel remains unused consistent with the organic non-metallic nature of wood. Meanwhile the Ambient Occlusion map introduces subtle shadowing within grain lines and crevices amplifying the perception of physical depth. The Height or Displacement maps enable further surface relief for advanced parallax or tessellation workflows making this texture ideal for high-fidelity applications requiring seamless tiling and ultra-high resolution up to 8K.

Optimized for compatibility with leading rendering engines such as Blender Unreal Engine and Unity this seamless Japanese Sycamore texture ensures accurate color representation and realistic surface interaction. For best results it is recommended to import the Base Color as sRGB in shader setups like Blender’s Principled BSDF while all data-driven maps—Normal Roughness Ambient Occlusion and Height—should be set to Non-Color to preserve their precision. The texture tiles flawlessly across large surfaces without visible repetition or edge artifacts supporting versatile use in architectural visualization game environments and virtual reality projects. To enhance realism maintaining consistent UV texel density is crucial and combining the Normal map with Height or Parallax occlusion techniques further enriches the tactile quality and immersive representation of the Japanese Sycamore wood surface.

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.