Seamless Tree Bark Texture 11 by Share Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Tree Bark Texture 11 by Share Textures – PBR 3D Texture (8K ready)

IDtree-bark-texture-11-by-share-textures-pbr-seamless-8k
Bark
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Tree Bark Texture 11 by Share Textures is a meticulously crafted high-quality PBR 3D material designed to authentically replicate the intricate and complex organic composition of natural tree bark. Its base substrate features a fibrous layered structure formed by cellulose fibers tightly intertwined with lignin which together create the characteristic depth and texture of wood. The surface exhibits natural porosity with subtle weathering effects such as fine fissures cracks and irregular grain orientation all contributing to a highly detailed and realistic bark appearance. The texture’s surface finish conveys a slightly rough aged bark look showcasing earthy pigments and natural color variations that range from rich deep browns in the crevices to lighter tones on raised ridges simulating environmental exposure and the gradual fading and darkening that occurs over time. These organic details provide essential visual depth and a tactile sense of nature making this texture ideal for close-up views or expansive natural scenes.

This texture pack includes a full suite of PBR channels optimized for physically based rendering workflows to deliver consistent realistic results across various engines and shading models. The Base Color (Albedo) map captures the natural pigment distribution and subtle color shifts without baked-in lighting while the Normal map enhances the perception of the bark’s intricate ridges cracks and grain patterns by simulating surface relief. The Roughness map emphasizes the matte fibrous quality of the bark surface balancing reflectivity to reflect its organic nature. The Metallic channel remains near zero accurately representing the non-metallic composition of tree bark. Ambient Occlusion adds soft shadows within crevices and folds increasing visual depth and enhancing detail definition. Height and Displacement maps provide additional geometric information allowing for realistic surface elevation changes when paired with parallax occlusion or displacement mapping techniques. Designed for seamless tiling this texture maintains uniform detail and natural variation across large surfaces without visible repetition supporting diverse workflows in Blender Unreal Engine and Unity.

With resolutions up to 8K Seamless Tree Bark Texture 11 guarantees crisp high-fidelity detail even in close-up renders or large-scale environmental assets making it an excellent choice for game design architectural visualization and natural scene creation. It integrates smoothly with Blender’s Principled BSDF shader Unreal Engine’s Base Color Roughness Normal and Ambient Occlusion inputs and Unity’s URP and HDRP Lit shaders ensuring broad compatibility and ease of use in physically based shading workflows. For optimal results it is recommended to maintain consistent UV scale or texel density across models to preserve uniform detail and prevent stretching. Employing triplanar projection or layered UV mapping techniques can effectively reduce visible tiling artifacts enhancing the natural organic look of the bark surface. Combining the Normal map with Height or Parallax Occlusion mapping further elevates the perceived depth and realism of the bark’s intricate features delivering a truly lifelike representation of tree bark under varied lighting conditions.

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.