Seamless 3d texture of clear transparent glass with flawless polished surface and bright shine pbr 8k free download

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

Preview — Seamless 3d texture of clear transparent glass with flawless polished surface and bright shine pbr 8k

IDseamless-3d-texture-of-clear-transparent-glass-with-flawless-polished-surface-and-bright-shine-pbr-8k
Clear transparent glass
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents clear transparent glass characterized by a perfectly smooth and polished surface, delivering an immaculate crystal-clear appearance. The base material is pure silica-based glass, composed primarily of silicon dioxide with trace additives to enhance clarity and durability. It exhibits zero porosity and no embedded aggregates or fibers, resulting in a homogeneous and monolithic substrate. The flawless surface finish is achieved through meticulous polishing, which removes micro-abrasions and irregularities, producing a mirror-like shine with exceptional reflectivity and light transmission.

The texture’s geometric form is flat and uninterrupted, emphasizing a uniform planar surface without any visible tiling seams, scratches, or imperfections. This ensures seamless tiling when applied across large surfaces in 3D environments. The absence of dirt, dust, stains, smudges, fingerprints, cracks, chips, or defects highlights its pristine condition, making it ideal for photorealistic renderings requiring immaculate glass panels or lenses. The texture’s BaseColor (Albedo) channel reflects a nearly pure white tone with subtle blue undertones typical of ultra-clear glass, while the Normal map captures the ultra-fine polishing microstructure to enhance realistic light refraction and reflection effects.

Roughness is meticulously controlled to maintain a very low value, emphasizing the polished, bright shine and enabling sharp specular highlights. The Metallic channel remains at zero, aligning with glass’s dielectric nature, while Ambient Occlusion is minimal to preserve clarity and prevent artificial shadowing. The Height/Displacement map is subtle, supporting slight surface undulations that simulate the finest polishing nuances without disrupting transparency. This texture is rendered at a high-fidelity 8K resolution, optimized for seamless use in Blender, Unreal Engine, and Unity, ensuring maximum detail retention on close-up views and large-scale applications.

For practical implementation, it is recommended to carefully adjust the UV scale to maintain the seamless effect without stretching, particularly for large glass surfaces. Additionally, roughness values can be finely tuned to simulate different lighting environments, from ultra-glossy showroom glass to slightly diffused architectural glazing. When integrating height or normal maps, blending them gently prevents unrealistic distortions in refraction while enhancing surface realism. This texture is well-suited for architectural visualizations, product designs, and digital art projects demanding the purest, most flawless glass material representation.

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.


::contentReference[oaicite:0]{index=0}

AITEXTURED Tools

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