The Matte Frosted Glass Texture Seamless high resolution up to 8k offers an exquisitely detailed surface inspired by the delicate interplay of light and diffusion characteristic of frosted glass materials. This texture simulates a fine-grained, matte finish where microscopic surface etching scatters light, producing a soft, translucent effect. The base substrate is glass, featuring a non-metallic, amorphous mineral composition with inherent transparency partially obscured by a frosted layer formed through controlled abrasion or acid etching. The texture’s surface finish is uniformly matte, lacking any polished gloss, which is reflected in the Roughness channel to create a soft, velvety appearance. Within the PBR workflow, the BaseColor/Albedo channel captures subtle variations in opacity and diffuse color typical of frost-treated glass, while the Normal map encodes delicate surface irregularities and microfacet orientations that scatter light realistically. The Metallic channel remains minimal to zero, representing glass’s non-metallic nature, whereas Ambient Occlusion enhances perception of depth by darkening crevices and edges, and the Height or Displacement map details tiny surface elevations that contribute to tactile realism and parallax effects.
This tileable matte frosted glass texture is generated at an impressive resolution up to 8k, ensuring exceptional clarity and precision suitable for close-up renders and expansive surfaces alike. Designed for seamless tiling, it allows you to cover vast areas without visible repetition or artifacts, making it ideal for real-time 3D scenes, cinematic rendering, level dressing, and material studies. The AI-generated pattern avoids the common pitfalls of automated textures, such as unnatural uniformity or noise, by maintaining consistent detail and stability across all scales. Compatible with major 3D platforms including Blender, Unity, and Unreal Engine, this asset integrates smoothly into your workflow, delivering predictable and repeatable results that accelerate the creation of realistic glass materials in any environment or lighting condition.
For optimal use, consider adjusting the roughness intensity and normal map strength to best match your specific lighting rig and scene setup. Fine-tuning these parameters helps preserve the natural diffusion and soft shadows characteristic of frosted glass, while preventing overly flat or noisy appearances. Additionally, scaling the UV coordinates appropriately when applying this tileable matte frosted glass texture seamless high resolution up to 8k ensures the pattern remains balanced and realistic across different surface geometries, avoiding distortion or pixelation. This thoughtful combination of high-resolution detail, material authenticity, and technical flexibility makes this texture an invaluable resource for artists and developers aiming to achieve convincing glass surfaces in both real-time and offline rendering contexts.
This AI texture features a seamless matte frosted glass texture with a high resolution up to 8k, offering realistic glass textures and a detailed 3D preview for accurate PBR material representation.
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.
