This seamless 3D PBR texture presents a highly detailed, photorealistic depiction of clustered condensation droplets on a wet plastic surface, rendered at an impressive 8K resolution. The base material simulates a smooth polymer substrate typical of plastic, exhibiting a slightly glossy finish that captures the subtle interplay of moisture and surface tension. The texture reveals natural droplet formation with varied sizes, arranged in dense clusters that realistically mimic the way condensed water collects on non-porous plastic exposed to humid environments. Colorants in the base layer are subtle and neutral, allowing the delicate translucency and light refraction within the droplets to stand out. Fine highlights and soft reflections emphasize the wetness and the plastic’s inherent smoothness, while the surface finish conveys a polished yet slightly flexible polymer typical of household or industrial plastic materials.*
In terms of physically based rendering channels, the BaseColor/Albedo map defines the underlying plastic’s muted tone, allowing the water droplets to appear transparent and glossy without unwanted color contamination. The Normal map intricately encodes the micro-relief of each droplet’s curvature and the subtle clustering effect, enhancing the tactile realism of the wet surface. Roughness values vary across the texture to simulate the contrast between the slick, water-covered areas and the drier patches of plastic, while the Metallic channel remains low or neutral, consistent with polymer materials. Ambient Occlusion adds depth within the droplet clusters, accentuating the sense of volume and shadow. The Height/Displacement map captures the raised profiles of droplets, enabling convincing parallax or displacement effects in supported engines.*
Designed for seamless tiling, this texture is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, making it ideal for product visualization, environmental renders, or any scene requiring believable condensation effects on plastic surfaces. For best results, adjust the UV scale to match the intended droplet density, and fine-tune the roughness channel to control the wetness perception—lower roughness values accentuate gloss and highlight detail in reflections. This texture offers a versatile, high-fidelity solution for artists and designers seeking realistic condensed water and water droplets on plastic with detailed highlights and reflections, enhancing visual authenticity in digital materials and surfaces.*
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.
