This aged clear glass texture seamless high resolution up to 8k texture is expertly crafted to emulate the complex material qualities of naturally weathered glass surfaces. At its core, the base substrate represents a mineral-based glass composition, characterized by exceptional clarity and minimal porosity. Over time, environmental exposure induces subtle surface alterations that manifest as delicate micro-scratches, faint oxidation layers, and residual deposits, all of which contribute to the authentic aged appearance. The overall finish maintains a predominantly polished look, gently softened by years of wear, which creates a nuanced translucency and depth. Colorants are minimal and subtle, appearing as thin oxide films and muted tints within the BaseColor/Albedo channel, enhancing realism without compromising the glass’s inherent transparency. The grain orientation and surface micro-roughness are finely detailed through Normal and Roughness maps, capturing the intricate interplay between smooth and weathered zones typical of aged glass.
This tileable aged clear glass texture seamless high resolution up to 8k is optimized for seamless tiling across large surfaces, ensuring consistent and flawless repetition without visible borders or pattern breaks. Its 8k resolution preserves every tiny imperfection and subtle gradient shift, making it ideal for high-fidelity 3D preview applications in Blender, Unreal Engine, and Unity. The PBR workflow is fully supported: the Normal map highlights micro-scratches and surface undulations, the Roughness map balances reflective and matte areas to simulate the aged finish, while the Metallic channel remains near zero, accurately reflecting the non-metallic nature of glass. Ambient Occlusion subtly enhances crevices and areas where dust or residues naturally accumulate, and the Height/Displacement map provides gentle surface depth cues perfect for parallax effects and advanced material shading techniques.
Designed for seamless integration into real-time and cinematic projects, this ai texture aged clear glass texture seamless high resolution up to 8k accelerates your creative pipeline with minimal setup. To achieve the best visual fidelity, it’s recommended to maintain consistent UV scaling to avoid distortion and adjust the Roughness channel to fine-tune glossiness according to your scene’s lighting conditions. This ensures the aged glass surface interacts naturally with reflections and refractions, enhancing physical accuracy and contributing to immersive, photorealistic 3D preview environments across various digital workflows.
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.
