This seamless 3D texture showcases dense condensation droplets meticulously formed on a wet glass surface, rendered in stunning 8K resolution for ultimate photorealism. The base substrate is a smooth, transparent glass material, characterized by its polished finish and subtle micro-scratches that add authenticity to the surface. The condensation droplets appear as natural clusters with varied sizes and shapes, accurately capturing the complex wetness gradient and the nuanced interplay of light on condensed water. The PBR material channels are carefully crafted to reflect this composition: the BaseColor/Albedo conveys the transparent glass with slight color tinting from moisture and environmental reflections, while the Normal map defines the intricate surface detail of droplets and their textured boundaries. Roughness maps simulate the wet glass’s glossy yet slightly diffused reflection, and Ambient Occlusion subtly enhances depth around droplet edges and clusters, amplifying realism. The Metallic channel remains minimal, consistent with non-metallic glass, while Height/Displacement maps emphasize the three-dimensional relief of droplets, contributing to the tactile sensation of moisture accumulation.
The texture’s composition highlights the natural physical behavior of condensed water on glass, where minute droplets form tight clusters due to surface tension and environmental humidity. This effect is visually translated into a seamless pattern that replicates continuous condensation without visible edges, making it ideal for large-scale applications. The wet glass surface finish is realistically conveyed by balancing sharp micro-reflections and soft diffusion, simulating the dynamic optical qualities of moisture on a transparent substrate. The texture’s porosity is non-existent, as glass is inherently non-porous, but the accumulation of condensed water droplets introduces a complex surface topology that is expertly captured through the PBR workflow.
Designed for seamless integration in modern 3D workflows, this 8K resolution PBR texture is fully Unreal Engine, Blender, and Unity ready, ensuring high fidelity and performance in real-time rendering and offline production. For optimal usage, it is recommended to adjust the UV scale to match the desired droplet size relative to the scene, and fine-tune the roughness map to balance between glossy wetness and subtle diffusion depending on lighting conditions. Height or parallax mapping can be employed to enhance the perceived depth of the droplets, adding extra realism especially in close-up views of foggy or misty glass surfaces with natural moisture accumulation. This texture is particularly suitable for architectural visualizations, automotive glass, environmental effects, and any project requiring a highly realistic depiction of condensation on wet 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)
- 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.
