Archviz Bark Organic Pine Substance Designer Tree — Seamless PBR Texture free download

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

Preview — Archviz Bark Organic Pine Substance Designer Tree — Seamless PBR Texture

IDarchviz-bark-organic-pine-substance-designer-tree
Foliage
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Bark Organic Pine Substance Designer Tree seamless PBR texture is expertly crafted to capture the intricate natural complexity and authentic surface detail of pine bark making it a premier choice for architectural visualization and game engine workflows. The base substrate is organic wood distinguished by its fibrous grain orientation and subtle porosity which contribute significantly to the realistic tactile feel and visual depth of the texture. The bark’s weathered surface displays delicate microstructural variations caused by environmental exposure with layers of natural resins and organic binders reinforcing the fibrous network. This results in a matte finish with slight irregularities and nuanced color shifts ranging from deep earthy browns to warm muted pine tones enriched by natural pigments and thin oxide layers embedded within the bark’s structure.

Within this Substance Designer material each PBR channel has been meticulously balanced to enhance realism. The BaseColor (Albedo) map delivers rich organic coloration with smooth gradients and natural bark patterns while the Normal map accentuates the fine relief and fibrous details that define the rugged pine bark surface. The Roughness map highlights the predominantly matte finish revealing subtle weathering effects and texture variations across the bark. The Metallic channel is set to zero reflecting the purely organic non-metallic nature of the wood substrate. Ambient Occlusion enhances shadowing in crevices and fissures adding depth and dimensionality whereas the Height (Displacement) map provides essential surface elevation differences enabling realistic parallax and detailed close-up rendering.

Offered at resolutions up to 8K this texture ensures exceptional clarity and detail even in large-scale tiling scenarios common in archviz projects. It is fully optimized for seamless integration with popular platforms such as Blender Unreal Engine and Unity supporting physically based rendering pipelines with accurate color fidelity and consistent surface response. For best results it is recommended to carefully adjust the UV scale to maintain natural proportions of pine bark and fine-tune roughness values in accordance with your scene’s lighting conditions. This approach prevents oversmoothing or exaggeration of surface imperfections preserving the organic authenticity of the material.

Overall this pine bark Substance Designer texture combines natural organic material fidelity with technical precision making it an ideal solution for realistic tree bark representation in architectural and game visualization environments. Its seamless tiling high resolution and compatibility with modern rendering workflows ensure it meets the demanding requirements of both real-time and offline rendering projects delivering a compelling and versatile organic pine bark surface texture.

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

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