This coarse clear glass texture seamless high resolution up to 8k is an AI-generated material designed to replicate the intricate characteristics of natural glass with a distinctly coarse surface structure. Composed primarily of silica-based mineral substrates, this texture exhibits subtle micro-aggregates and grain orientation that create fine irregularities across the surface. These textural details simulate microscopic air pockets and impurities, contributing to a semi-opaque, brushed finish that diffuses light while maintaining clarity. The texture’s roughness is carefully calibrated to reflect the surface finish of weathered or factory-polished glass, incorporating a balance of smooth and matte areas to produce realistic light scattering and reflections. Coloration remains predominantly clear with minimal tinting, mimicking the natural oxide layers and trace mineral deposits found in real glass, which subtly influence the BaseColor and Albedo channels for added authenticity.
In terms of physically based rendering (PBR) channels, this coarse clear glass texture seamless high resolution up to 8k delivers high-fidelity detail across all maps. The Normal map encodes fine surface deviations and graininess, enhancing depth perception and micro-shadowing without compromising the material’s translucency. Roughness values vary slightly to replicate the interplay between polished and coarse areas, ensuring accurate light diffusion and specular highlights. The Metallic channel remains near zero, as glass is non-metallic, while Ambient Occlusion captures subtle crevices and imperfections that add realism to reflections and refractions in 3D environments. Height or displacement maps emphasize the coarse granularity, enabling parallax effects or micro-bump enhancements in engines like Blender, Unreal Engine, and Unity, where the texture’s seamless tiling and ultra-high 8k resolution ensure crisp visuals even on expansive surfaces.
This tileable coarse clear glass texture seamless high resolution up to 8k is ideal for accelerating workflows in architectural visualization, game environments, product mockups, and interior staging where realistic glass surfaces are essential. Its seamless pattern tiles flawlessly, allowing large areas to be covered without visible repetition or distortion, preserving consistent detail across complex UV layouts. For optimal results, it is recommended to adjust the roughness intensity to suit your scene’s lighting rig, ensuring the material remains grounded and believable. Additionally, tuning the UV scale can help match the coarse grain size to the scale of your 3D model, enhancing visual coherence and immersion across projects.
The coarse clear glass texture features a seamless high resolution up to 8k texture with precise PBR properties, offering realistic glass textures enhanced by AI texture generation and a detailed 3D preview for accurate material visualization.
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.
