Seamless 3d texture showcasing glass reflection and optical clarity pbr in 8k resolution free download

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

Preview — Seamless 3d texture showcasing glass reflection and optical clarity pbr in 8k resolution

IDseamless-3d-texture-showcasing-glass-reflection-and-optical-clarity-pbr-in-8k-resolution
Clear transparent glass
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a pure, transparent glass material characterized by exceptional optical clarity and natural reflectivity. The base substrate is a high-grade silica glass, renowned for its chemical stability and minimal impurities, resulting in a perfectly clear medium without inherent coloration. The glass is polished to a mirror-like smoothness, eliminating surface roughness and minimizing light scattering. This polished finish is achieved through a meticulous manufacturing process that removes microscopic surface irregularities, ensuring the material exhibits pristine glass bright qualities with crystal-clear transmission and reflection. The texture’s geometric form is intentionally uniform and flat, designed to simulate an uninterrupted glass pane without any visible grain, patterns, or distortions, which is critical for seamless tiling in 3D environments.

In terms of physical composition, the glass is free from binders, aggregates, or fibers, emphasizing its homogenous structure. There is no porosity or weathering effects; the surface is immaculate, showcasing no dirt, smudges, or fingerprints, thereby preserving the pure glass crystal clear appearance. This results in a visually flawless material that accurately represents real-world polished glass surfaces. The PBR channels have been carefully crafted to reflect these properties: the BaseColor (Albedo) channel is nearly transparent with subtle light blue or greenish tints typical of natural glass. The Normal map is minimal, supporting only extremely fine surface details where necessary to enhance realism without introducing unwanted patterns. The Roughness map is uniformly low, reinforcing the polished smoothness and bright reflectivity, while the Metallic channel remains at zero, as glass is a dielectric, non-metallic material. Ambient Occlusion is subtle and localized to faint edge shadows, and the Height/Displacement map is flat, maintaining the flawless planar form.

Captured in ultra-high 8K resolution, this texture ensures exceptional detail and sharpness, enabling photorealistic renderings and precision reflections essential for architectural visualization, product design, or virtual environments. It is fully optimized for seamless application in major 3D software such as Blender, Unreal Engine, and Unity, providing artists and developers with a versatile material that retains its optical clarity across different platforms and rendering engines. The texture’s seamless nature allows for flexible UV mapping without visible edges or repetition artifacts.

For practical usage, it is recommended to carefully adjust the UV scale to match the intended glass panel size to avoid unnatural tiling effects. Additionally, fine-tuning the roughness values can help simulate varying levels of polish or subtle surface wear if desired, while blending normal maps with slight micro-detail can introduce realistic highlights without compromising the overall smoothness. Utilizing parallax or displacement mapping is generally unnecessary given the flatness of the glass surface, but subtle height blending may be applied for artistic effect in specialized scenarios.

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.


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