Seamless 3d texture of smooth glass crystal with pure transparency and bright finish pbr 8k free download

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

Preview — Seamless 3d texture of smooth glass crystal with pure transparency and bright finish pbr 8k

IDseamless-3d-texture-of-smooth-glass-crystal-with-pure-transparency-and-bright-finish-pbr-8k
Clear transparent glass
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a smooth glass crystal surface characterized by pure transparency and a bright, polished finish. The base material is high-quality silica-based glass, known for its clarity and lack of intrinsic colorants, resulting in a neutral, colorless appearance. The geometric form is flawlessly flat and continuous, without any visible grain or pattern, emphasizing a perfectly smooth surface ideal for simulating clear glass panels or lenses. The glass substrate is dense and non-porous, ensuring no absorption or weathering effects, while the polished finish enhances its natural shine and mirror-like reflectivity.

The composition includes a homogeneous glass matrix free from impurities, binders, or aggregates, which is reflected in the absence of haze, dirt, stains, dust particles, smudges, fingerprints, cracks, or chips. This clean surface is achieved through meticulous polishing, resulting in minimal roughness and an even specular response. In terms of PBR channels, the BaseColor (Albedo) is nearly transparent with very subtle neutral gray tones to simulate light absorption. The Normal map is minimal, preserving the smoothness without added surface detail. The Roughness map is uniformly low to represent the glossy polished surface, while the Metallic channel is set to zero since glass is a dielectric material. Ambient Occlusion is subtle, primarily used to enhance edges or slight surface imperfections if desired, and Height/Displacement maps are negligible given the flat geometry.

Rendered at an 8K resolution, this texture offers exceptional detail and clarity, making it highly suitable for applications in Blender, Unreal Engine, and Unity. The high resolution ensures that close-up views maintain realism without pixelation or blurriness. The texture is perfectly tileable, allowing seamless repetition over large surfaces without visible seams or distortion, which is essential for architectural visualization, product rendering, or digital art requiring ultra-realistic glass materials.

For practical use, it is recommended to carefully adjust the UV scale to maintain the intended smoothness and clarity of the glass surface. Additionally, fine-tuning the roughness map can help achieve the desired level of glossiness or subtle diffusion. When integrating with height or normal maps for added realism, blending should be subtle to avoid disrupting the inherently smooth and flawless glass appearance. This approach ensures a natural shine and pristine look, replicating the clean, polished qualities of flawless glass surfaces in diverse CG projects.

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.