The Coarse Stained Glass Texture Seamless high resolution up to 8k is an expertly crafted AI-generated material designed to authentically replicate the complex composition and visual intricacy of traditional stained glass. This texture simulates a silica-based glass substrate characterized by inherent variations in thickness and grain orientation, which combine to create its distinctively coarse appearance. Within this glass matrix, subtle mineral inclusions and oxide layers act as natural colorants, introducing delicate shifts in hue and depth that mimic organic impurities commonly found in handcrafted stained glass. The surface finish is rendered with a lightly weathered, semi-rough patina featuring faint irregularities and a gentle frosted effect, conveying a natural aged look that enhances realism without compromising clarity.
Across the physically based rendering (PBR) channels, this seamless coarse stained glass texture high resolution up to 8k is represented with meticulous attention to detail. The BaseColor/Albedo map captures nuanced pigment diffusion and smooth color gradients that reflect the interplay of embedded mineral layers. The Normal map reproduces the uneven grain and subtle relief of the textured glass surface, while the Roughness map balances matte and glossy areas to simulate the semi-polished, lightly frosted finish. Consistent with glass’s non-metallic nature, the Metallic map remains minimal, preserving authenticity. Ambient Occlusion enhances the perception of depth in crevices and joins, and the Height/Displacement map adds realistic undulations that improve light refraction and shadowing effects, contributing to the texture’s overall dynamic appearance.
Available as a tileable coarse stained glass texture seamless high resolution up to 8k, this material excels in large-scale applications without visible seams or detail loss, making it ideal for architectural visualizations, cinematic environments, and real-time rendering projects in Blender, Unreal Engine, and Unity. Its intricate pattern balances crispness with surface noise, delivering a believable glass effect that optimizes both visual fidelity and performance. Users can refine the UV scale to adjust pattern density, tailoring the texture for expansive window panels or intricate stained glass designs. Additionally, fine-tuning the roughness map allows simulation of varied glass finishes from frosted to semi-glossy, while subtle use of the Height/Displacement channel enhances realistic surface breakup and light interaction for greater material depth.
This seamless coarse stained glass texture high resolution up to 8k offers a detailed 3D preview with lifelike PBR appearance, making it a valuable resource for AI texture workflows and advanced glass textures in digital material design. Its sophisticated layering and comprehensive channel setup empower artists and developers to achieve superior realism and versatility in projects demanding high-resolution glass surfaces that faithfully reproduce the nuanced complexity of stained glass craftsmanship.
The AI-generated coarse stained glass texture seamless high resolution up to 8k offers a detailed and consistent PBR appearance, ensuring realistic material composition with seamless coarse stained glass texture seamless high resolution up to 8k quality for advanced rendering applications.
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.
