Palm Bark — Tropical Bark Trunk Bark Trunk Forestry — PBR seamless 3D texture free download

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

Preview — Palm Bark — Tropical Bark Trunk Bark Trunk Forestry — PBR seamless 3D texture

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

This palm bark seamless 3D texture is a meticulously crafted PBR material designed to replicate the intricate surface of tropical palm tree bark. As an organic material palm bark features fibrous layered wood tissue with natural grain orientation and moderate porosity shaped by tropical environmental weathering. Its surface finish is rough and fibrous showing subtle longitudinal grooves and natural fissures that add depth and authenticity. The colorants present are natural pigments from the bark’s organic compounds and oxidized layers resulting in warm brown tones with occasional grayish and reddish nuances. In the PBR workflow these characteristics are captured with detailed albedo (BaseColor) maps that reproduce the bark’s natural hues and subtle variations while the normal map encodes the fine fibrous grain and surface irregularities. The roughness channel reflects the bark’s uneven non-reflective finish and the height map conveys the bark’s layered texture and fissured relief. Ambient occlusion enhances the perception of depth in crevices and grooves supporting realistic shading across different lighting conditions.

Designed for high-end use cases this texture is offered in 4K resolution with an optional 8K upgrade ensuring exceptional detail and clarity for close-up renders and real-time applications. It is fully tileable allowing seamless repetition across large surfaces such as tree trunks or forestry environments without visible borders or distortions. The texture set is physically based and optimized for modern content creation pipelines delivering consistent and reliable results in Blender Unreal Engine and Unity. The included maps—albedo normal roughness ambient occlusion and height—are provided in both PNG and EXR formats supporting workflows that require high fidelity and flexibility. This material uses the metal/rough workflow calibrated to maintain consistent shading in both real-time and offline renderers making it suitable for natural environment projects tropical settings and forestry simulations where authentic palm bark representation is crucial.

When applying this palm bark texture it is recommended to carefully adjust UV scaling to match the natural dimensions of the palm trunk avoiding unnatural stretching or compression. Fine-tuning roughness values can help achieve the desired level of glossiness or matte finish depending on the environmental lighting and weathering effects you intend to simulate. Additionally leveraging the height map for parallax or displacement can greatly enhance the tactile realism of the bark surface emphasizing the layered structure and grooves typical of palm bark. This approach ensures a balanced combination of visual detail and performance across diverse DCC tools and game engines allowing artists and developers to integrate a highly realistic and versatile tree bark texture into their natural or tropical environment projects.

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.