Seamless Bark 16 by Share Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Bark 16 by Share Textures – PBR 3D Texture (8K ready)

IDbark-16-by-share-textures-pbr-seamless-8k
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Bark 16 by Share Textures is a meticulously crafted PBR 3D texture that authentically replicates the intricate organic complexity of natural tree bark. This material is based on a fibrous wood substrate highlighting a distinct grain orientation that reflects the layered growth patterns typical of mature bark. The substrate’s surface reveals subtle porosity caused by prolonged weathering and environmental exposure which contributes to the texture’s realistic imperfections. The finish exhibits a slightly rough matte appearance with natural color variations derived from an intricate blend of pigments and organic compounds embedded within the bark’s outer layers. These natural colorants combined with the bark’s unique structural features are precisely captured in the Base Color (Albedo) map providing a true-to-life visual foundation for the material.

The Normal map expertly conveys the fine grooves ridges and fibrous details characteristic of aged bark enhancing the perceived depth and tactile quality of the surface. Roughness values are carefully calibrated to mimic the uneven non-reflective finish of the bark ensuring realistic light diffusion and scattering across the surface. The Ambient Occlusion channel adds volumetric richness by deepening crevices and folds through subtle self-shadowing effects. Height and Displacement maps emphasize the rugged uneven topology of the bark enhancing geometric detail without compromising seamless tiling or causing visible repetition. This balanced combination of PBR channels ensures consistent depth and fine detail across large surfaces ideal for close-up renders and high-fidelity visualizations.

Optimized for physically based rendering workflows Seamless Bark 16 supports resolutions up to 8K delivering exceptional clarity and fine detail even under close inspection. It is fully compatible with Blender’s Principled BSDF shader Unreal Engine’s material system and Unity’s URP and HDRP pipelines making it versatile for diverse 3D projects. For accurate color reproduction import the Base Color map using sRGB color space while data-driven maps such as Normal Roughness Ambient Occlusion and Height should be imported with Non-Color settings. When applying this texture maintaining a consistent UV scale is crucial to preserving uniform texel density and avoiding distortion. Employing height or parallax mapping alongside the Normal map can further enhance surface realism especially when detailed displacement effects or tactile surface interaction are required.

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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