Bark Tree — Sakura Bark Japanese Trunk Wood — PBR seamless 3D texture free download

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

Preview — Bark Tree — Sakura Bark Japanese Trunk Wood — PBR seamless 3D texture

IDsakura-bark-rough-bark-tree-tree-bark-nature-japanese
Bark
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This sakura bark seamless 3D texture captures the intricate natural composition of Japanese tree trunk wood with exceptional detail and realism. The material’s organic base substrate is wood characterized by its fibrous grain orientation and subtle porosity which reflects the natural weathering and surface irregularities typical of outdoors forestry. The bark’s rough texture is emphasized through a carefully balanced surface finish that mimics the slightly coarse uneven feel of authentic sakura bark. Colorants are represented through natural pigments and subtle oxide layers lending the bark its warm earthy tones and nuanced variations visible in the albedo channel. The physically based rendering (PBR) workflow ensures these details translate consistently across modern pipelines making the texture ideal for nature-focused scenes and tree trunk models that demand high fidelity and realism.

The PBR maps included—albedo normal roughness ambient occlusion (AO) and height—accurately represent the bark’s physical and optical properties. The albedo channel provides true-to-life base color without baked lighting while the normal map enhances the fine grain and weathered grooves of the bark surface adding dimensionality without extra geometry. The roughness map controls the bark’s tactile feel balancing matte and subtle gloss to simulate the natural interplay of light on the trunk’s surface. Ambient occlusion adds depth to crevices and recessed areas enhancing realism in both real-time engines like Unreal Engine and Unity as well as offline renderers. The height map offers precise displacement data perfect for parallax or tessellation techniques to further emphasize the bark’s organic relief. Metallic content is negligible reflecting the non-metallic nature of wood. This texture is supplied in 4K resolution with an optional 8K variant for high-end applications requiring ultra-detailed surfaces.

Optimized for seamless tiling this bark texture integrates smoothly into Blender Unreal Engine and Unity workflows supporting the metal/roughness PBR workflow. The calibration of maps guarantees consistent shading and lighting behavior across diverse rendering environments without requiring manual tweaking. This balance of detail and performance makes it particularly well-suited for forestry or outdoor scenes where realistic tree bark and natural wood surfaces are critical. For best results it is recommended to adjust the UV scale carefully to avoid repetitive patterns and fine-tune the roughness map slightly if a more weathered or polished bark finish is desired. The height map can also be leveraged to enhance parallax effects adding convincing depth to close-up shots of the tree trunk.

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.