Seamless 3d texture of crystal clear glass flat surface with bright natural reflectivity pbr 8k free download

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

Preview — Seamless 3d texture of crystal clear glass flat surface with bright natural reflectivity pbr 8k

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

This seamless 3D texture depicts a crystal clear glass flat surface, meticulously crafted to represent the inherent purity and flawless nature of high-quality glass. The base material is pure silica-based glass, characterized by its transparent substrate with no inclusions or impurities. The texture captures the polished, smooth finish typical of precision-manufactured glass panels, which exhibit minimal surface roughness and exceptional clarity. The glass surface is free from any dirt, dust, stains, smudges, fingerprints, cracks, chips, or other imperfections, ensuring an immaculate visual appearance. Its geometric form is a continuous, flat plane with subtle micro-surface details that enhance the realistic interplay of light and reflections, ideal for seamless tiling across broad surfaces without visible seams or distortions.

From a compositional standpoint, the texture is designed to mimic a flawless sheet of tempered or annealed glass, where the substrate is a dense, non-porous solid with no embedded aggregates or fibers. The absence of binders or pigments maintains complete transparency, while the polished finish minimizes diffuse reflection and maximizes specular highlights. The PBR workflow is meticulously aligned with this material characterization: the BaseColor (Albedo) channel remains nearly pure white with slight blue-green edge tinting intrinsic to real glass, the Normal map encodes subtle surface undulations and microfacet orientation that influence light scattering, and the Roughness map is very low to simulate the polished, glossy surface. The Metallic channel is set to zero, as glass is a dielectric material, while the Ambient Occlusion map ensures soft shadowing in crevices if any microgeometry is present. The Height or Displacement map provides minimal relief to emphasize fine surface details without exaggerating depth, preserving the flatness of the glass.

Rendered in ultra-high 8K resolution, this texture delivers exceptional detail and fidelity, suitable for photorealistic visualizations in Blender, Unreal Engine, and Unity. The high resolution allows for crisp reflections and refractions, enhancing realism in architectural renderings, product designs, and digital art projects requiring clear, polished glass surfaces. The seamless tiling capability guarantees consistent appearance over large areas, eliminating repetition artifacts and supporting diverse scene scales.

For optimal application, it is recommended to adjust the UV scale to match real-world glass panel dimensions, ensuring that micro-surface details correspond accurately to the physical size of the modeled object. Additionally, fine-tuning the Roughness parameter can help balance between sharp reflections and subtle surface diffusion depending on lighting conditions. Blending the Height map gently with Normal maps can enhance perceived depth without compromising the clean, flat geometry characteristic of crystal clear glass.

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.