Seamless Brown Planks 08 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Brown Planks 08 by Texture Haven – PBR 3D Texture (8K ready)

IDbrown-planks-08-by-texture-haven-pbr-seamless-8k
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Brown Planks 08 by Texture Haven is a meticulously crafted PBR 3D texture that authentically simulates the natural essence of untreated wooden planks. The base substrate is solid wood characterized by its organic fibrous structure and clearly visible grain orientation which provides a warm natural brown hue throughout. This texture captures subtle surface irregularities and slight roughness indicative of moderate weathering typical of wood used in sheltered environments such as indoor walls or garden sheds. The finish is matte to semi-rough emphasizing an organic handcrafted feel without any metallic content or artificial gloss highlighting the untreated natural state of the material. The coloration arises solely from intrinsic wood pigments carefully represented through the base color (albedo) channel to convey rich depth and realistic warmth without artificial tinting or overlays.

Each PBR channel in this comprehensive texture set plays a key role in delivering accurate physically based rendering results across major engines like Blender Unreal Engine and Unity. The BaseColor map presents the warm brown tones with subtle color variations following the natural wood grain pattern. The Normal map encodes fine surface details including plank edges fibers and minor dents facilitating realistic light interaction and enhancing the perception of texture depth. The Roughness channel reflects the slightly coarse untreated surface texture by controlling micro-surface scattering ensuring no unwanted shine or gloss. The Ambient Occlusion map adds soft shading in crevices and recessed areas boosting depth perception while the Height/Displacement channel supports parallax and displacement techniques for physically based surface relief adding dimensionality without increasing polygon counts. Consistent with the organic nature of wood the Metallic channel is omitted reinforcing its non-metallic composition.

Offered at resolutions up to 8K this seamless texture is optimized for flawless tiling and consistent shading across expansive surfaces providing high fidelity and no visible seams under physically based rendering workflows. It is fully compatible with Blender’s Principled BSDF shader where the BaseColor should be imported as sRGB and data maps such as Normal Roughness Ambient Occlusion and Height as Non-Color data. In Unreal Engine assigning these maps to their respective inputs yields dependable realistic wooden surfaces while Unity’s URP and HDRP pipelines similarly utilize the set via the Lit shader for accurate rendering outcomes. For best results maintaining consistent UV texel density across assets is recommended. Additionally combining the Normal map with the Height/Parallax channel can significantly enhance perceived surface detail and realism without increasing geometry complexity making this texture ideal for high-quality architectural visualizations game environments and other 3D projects requiring natural wood surfaces.

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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