This seamless 3D texture showcases a photorealistic pattern of natural rain drops scattered across a wet glass surface, rendered at an exceptional 8k resolution. The base substrate is clear, smooth glass, characterized by its polished finish and minimal porosity, allowing for crisp reflections and refractions of light. The water droplets form delicate beads due to surface tension, creating subtle curvature and ripples that enhance the texture’s realism. In terms of materials composition, the droplets act as transparent water layers with varying thickness and micro-variations in size and distribution, simulating the natural randomness of freshly rained-on surfaces. The wet surface effect is achieved through careful representation of water’s optical properties, including droplet reflection and refraction, emphasizing the interaction between the glass substrate and the water film.
Within the PBR channels, the BaseColor (Albedo) map maintains the soft, nearly colorless appearance of wet glass, with slight darkening where droplets cluster to represent water pooling. The Normal map captures the intricate 3D details of droplet edges and subtle raindrop-induced ripples, providing depth and enhancing light interaction. Roughness is finely tuned to reflect the glossy, wet look of the surface, with lower roughness values under droplets for strong reflections and slightly higher values between drops to simulate dry or less saturated areas. The Metallic channel is near zero, appropriate for glass and water, while Ambient Occlusion subtly enhances shadowing around droplets and crevices to boost volume perception. The Height (Displacement) map adds micro-relief for droplets’ curvature, helping to simulate realistic surface tension effects in 3D rendering engines.
This high-quality seamless rain drop 3D PBR texture at 8k resolution is optimized and ready for use in Blender, Unreal Engine, and Unity, ensuring smooth integration into various 3D environments for rendering wet surfaces with unparalleled realism. For best results, it is recommended to carefully adjust UV scale to maintain natural droplet size proportions and tune roughness values to balance between glossy wetness and subtle diffuse reflection. The texture’s seamless nature ensures it can be tiled without visible borders, making it ideal for large glass panes, windows, or environmental assets requiring realistic water bead patterns and wet surface effects.
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.
