This seamless 8K resolution 3D PBR texture authentically represents water droplets on a wet plastic surface, capturing the intricate interplay between moisture and synthetic polymer materials. The base substrate is a smooth plastic polymer, characterized by its non-porous, slightly glossy finish that reflects light realistically. The wet plastic surface appears coated with a thin film of moisture, where water droplets of varied sizes and shapes adhere due to surface tension effects. These droplets exhibit precise droplet reflections and highlights, emphasizing the natural wetness gradient and subtle refractive qualities unique to water on plastic. The texture’s photorealistic composition simulates the polymer’s semi-translucent colorants and smooth surface finish, conveying believable wet plastic with dynamic light interaction.*
In terms of PBR channel mapping, the BaseColor (Albedo) channel shows the underlying plastic’s subtle color variations, enhanced by the moisture’s darkening effect and transparent water droplets. The Normal map expertly encodes the micro-relief of individual droplets and the slightly uneven wet surface, adding depth and tactile realism. Roughness values vary across the texture, with wet areas appearing smooth and reflective, while dry plastic regions retain a matte finish. The Metallic channel remains minimal or null, as plastic is non-metallic, ensuring accurate light absorption and reflection behavior. Ambient Occlusion subtly accentuates droplet edges and surface crevices, while the Height/Displacement map conveys droplet volume and surface tension bulges for enhanced parallax effects.*
This texture is optimized for high-fidelity product visualization, environmental renders, and realistic material creation in Blender, Unreal Engine, and Unity. Its seamless tileability ensures clean repetition across large surfaces without visible seams. For best results, adjusting the UV scale to match the physical size of droplets enhances realism, while fine-tuning roughness can simulate varying degrees of wetness, from freshly sprayed moisture to drying plastic. The Height/Displacement channel supports parallax occlusion mapping, adding convincing depth to droplets without heavy geometry.*
Whether used for showcasing wet plastic packaging, simulating rainy or humid environments, or creating detailed synthetic surface effects, this seamless water droplets on wet plastic 3D texture delivers superior detail and realism. Its 8K resolution and comprehensive PBR workflow compatibility make it a versatile asset for any project requiring believable, detailed moisture interaction on synthetic polymer surfaces. The subtle integration of droplet reflection, wetness gradients, and surface finish nuances ensures visually compelling, physically accurate renderings in any modern 3D engine or renderer.*
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.
