This seamless 3D texture at an impressive 8K resolution masterfully captures the photorealistic appearance of rain droplets resting on a metal surface, making it ideal for high-fidelity rendering in Unreal Engine, Blender, and Unity projects. The base material is a smooth, slightly brushed metal substrate, characterized by subtle grain orientation and mild oxidation that adds a natural depth to the surface finish. The metal’s coloration is a cool, desaturated gray with faint bluish undertones, achieved through a thin oxide layer that subtly alters the BaseColor/Albedo channel. This oxide layer also affects the Metallic channel, confirming the metal’s realistic reflective properties, while the Roughness map varies across the surface to simulate the contrast between the polished metal and the wet droplets. The surface finish is glossy with visible wetness, highlighting the interaction between metal and water.*
The rain droplets themselves vary in size and shape, ranging from tiny beads to larger clustered formations, which are skillfully represented in the Normal and Height/Displacement maps to produce dynamic surface irregularities. These droplets exhibit natural merging and splash effects, enhancing the realism of wetness and water behavior on metal. The droplets’ wet shine is clearly visible thanks to carefully calibrated Roughness maps, which simulate the slick, glossy wet look contrasting with the slightly textured metal beneath. Ambient Occlusion subtly deepens the spaces between droplets and around merged clusters, adding realistic shadowing that enhances depth perception. The overall texture composition balances porosity and surface tension effects, making the water appear naturally settled rather than artificially placed.*
Designed as a physically based rendering (PBR) material, this texture is fully optimized for seamless tiling, ensuring no visible repetition when applied to rain-soaked objects or environments requiring natural wetness and high detail. It performs exceptionally well on 3D models with fine surface detail, making it perfect for metallic objects exposed to weathering and moisture in exterior scenes or close-up shots. For practical use, adjusting the UV scale to slightly increase the droplet density can enhance realism on larger surfaces, while fine-tuning the roughness channel can control the wetness intensity to fit varying lighting conditions or stylistic needs. This seamless 8K texture is a versatile, ready-to-use asset that elevates the natural look of rain droplets on metal surfaces in any advanced rendering pipeline.*
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
