Seamless Tree Bark 03 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Tree Bark 03 by Texture Haven – PBR 3D Texture (8K ready)

IDtree-bark-03-by-texture-haven-pbr-seamless-8k
Bark
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Tree Bark 03 by Texture Haven is a meticulously crafted PBR 3D texture that authentically represents the complex organic composition and natural aesthetics of aged tree bark. The base substrate is a fibrous porous wood material that has developed over many years of exposure to outdoor elements resulting in a richly layered surface characterized by weathered bark plates and intricate grain orientation. This texture captures the subtle interplay between the rough uneven crevices and fissures formed through natural weathering processes along with delicate patches of moss pigments that add depth and color variation. The overall finish is matte and tactile free from any artificial gloss or polish emphasizing the natural roughness and organic irregularities inherent to real bark surfaces. The color palette consists primarily of muted earth tones including a range of browns and soft greys enhanced by subtle hints of green to evoke the moss and lichen growth typical of aged wood exposed to forest environments.

From a materials and composition perspective this texture illustrates how the fibrous wood matrix integrates with layered bark elements to create a porous and weathered surface rich in detail and depth. The BaseColor (Albedo) channel accurately reproduces the nuanced color gradations and organic pigments while the Normal map encodes the fine ridges grain orientation and bark plates to ensure realistic light interaction and surface relief. The Roughness map controls the non-reflective matte nature of the bark simulating the diffuse scattering of light on the rough wood fibers with no metallic sheen as confirmed by the Metallic map being uniformly set to zero. Ambient Occlusion enhances shadowing within crevices and fissures amplifying the perception of depth and layering. Additionally the Height/Displacement maps provide precise elevation data for advanced rendering techniques such as parallax occlusion and tessellation which further heighten the three-dimensional realism of the bark surface when viewed up close.

This seamless texture is fully optimized for use in physically based rendering workflows and is compatible with major rendering engines such as Blender Unreal Engine and Unity. With resolutions up to 8K it delivers exceptional detail and clarity making it well suited for large-scale natural environments architectural visualizations and realistic game asset creation without visible tiling or pixelation. For optimal results it is recommended to maintain consistent texel density and employ triplanar or layered UV mapping techniques to minimize repetitive patterns. Combining height map data with the normal map will significantly enhance the perceived surface depth and tactile quality especially in close-up or high-detail scenes ensuring that this texture provides a highly authentic and immersive representation of natural tree bark in any 3D project.

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.