Seamless 3d texture of glass crystal clear surface with minimal distortion pbr in 8k free download

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

Preview — Seamless 3d texture of glass crystal clear surface with minimal distortion pbr in 8k

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

This seamless 3D texture represents a flawless crystal-clear glass surface, crafted to exhibit pure transparency and minimal optical distortion. The material is modeled after high-quality soda-lime glass, known for its exceptional clarity and light transmission. The substrate is homogenous and non-porous, composed primarily of silica sand fused with soda ash and lime, which provides structural stability and chemical durability. No pigments or colorants are present, ensuring the glass remains perfectly colorless and neutral. The surface finish is highly polished, delivering a natural bright shine and an immaculate smoothness that reflects light without introducing artificial glare or haze.

The geometric form of the texture is uniform and seamless, designed to replicate an unbroken, flat glass pane without visible joints, grids, or distortions. This flatness is essential for applications requiring optical clarity, such as windows or display screens. The texture avoids any visual noise such as refraction caustics, fingerprint smudges, dirt, or dust accumulation, resulting in a pristine and invisible glass effect. The absence of surface roughness is meticulously captured in the roughness map, which remains near zero to preserve the polished aspect. The normal map is subtle, with minimal microfacet perturbations to simulate slight surface irregularities typical of real polished glass, without affecting transparency.

All material attributes are translated into physically based rendering (PBR) channels to ensure photorealistic results across various engines. The BaseColor (Albedo) channel is nearly pure white with zero tint, guaranteeing no coloration. The Metallic channel is set to zero, as glass is a dielectric and not metallic. Ambient Occlusion is minimal, reflecting the non-porous nature of the glass with no shadowing within the surface. Height and displacement maps are virtually flat, preserving the uninterrupted smoothness of the surface. This texture is optimized at an 8K resolution, providing exceptional detail for close-up renders in Blender, Unreal Engine, and Unity environments, ensuring high fidelity in reflections and light transmission.

For practical use, it is recommended to adjust the UV scale to fit the specific dimensions of the glass object, keeping the texture seamless and distortion-free. Additionally, fine-tuning the roughness parameter can help simulate subtle surface wear or fingerprints if desired, though the base texture excels at portraying a perfectly clean surface. When incorporating height or normal maps, blending them softly will maintain the polished look without introducing artificial bumps or distortions, preserving the natural minimal distortion characteristic of high-quality 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.