Metasequoia Bark — Nature Organic Metasequoia Organic Metasequoia Albedo — PBR seamless 3D texture free download

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

Preview — Metasequoia Bark — Nature Organic Metasequoia Organic Metasequoia Albedo — PBR seamless 3D texture

IDmetasequoia-bark-bark-tree-bark-natural-bark-texture-forestry-tree
Bark
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Metasequoia Bark seamless 3D texture is a meticulously crafted physically based material designed to replicate the complex organic composition of natural tree bark specifically from the metasequoia species. Its base substrate is a fibrous wood structure with intricate grain orientation and natural porosity characteristic of mature tree trunks. The bark’s surface finish exhibits a slightly rough weathered texture with subtle variations from organic growth and environmental exposure. Colorants within the texture are derived from natural pigments and oxidized layers lending an authentic earthy brown tone with lighter albedo highlights that capture the nuanced color shifts of living bark. This texture effectively integrates the natural interplay of roughness and depth found in forestry materials bringing realistic tree bark qualities to any 3D scene.

In this PBR set the BaseColor (Albedo) map faithfully reproduces the organic hues and subtle pigment variations in the metasequoia bark while the Normal map enhances the tactile surface detail by mimicking the fibrous ridges and grooves. The Roughness channel conveys the bark’s weathered finish balancing matte and slightly reflective patches that respond naturally to lighting. The Ambient Occlusion map adds realistic shadowing within crevices and under bark scales deepening the perception of depth. Height or Displacement maps capture the bark’s layered structure allowing for physically accurate surface relief and parallax effects in supported renderers. The Metallic channel is appropriately neutral reflecting the organic non-metallic nature of wood. This texture is optimized for Blender Unreal Engine and Unity ensuring seamless tiling and consistent shading across modern rendering pipelines.

Available in high-resolution 4K with an optional 8K upgrade for high-end applications this metasequoia bark texture delivers reliable and balanced detail without the need for manual tweaking making it suitable for both real-time and offline workflows. The tileable design allows for flexible UV scaling and it is recommended to slightly increase roughness values for scenes requiring a drier bark appearance or to adjust height intensity for enhanced parallax effects in close-up forestry visualizations. Provided in PNG and EXR formats this texture supports advanced shading models using the metal/rough workflow achieving natural organic results that elevate any tree tree trunk or nature-based environment in digital content creation and game development.

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.