The Ornate Stained Glass Texture Seamless high resolution up to 8k is a meticulously crafted AI-generated material designed to replicate the intricate composition of traditional stained glass in a fully seamless tileable texture. This texture captures the layered complexity of stained glass, where colored glass panes—often mineral-based silica with embedded metal oxide pigments—are fused into lead or copper foil binders that create a distinctive network of ornate framing. The glass surface exhibits a polished finish with subtle variations in roughness and translucency, while the metallic binders reflect the oxidized patina and weathering typical of aged glasswork. Fine cracks and slight surface irregularities are encoded into the normal and height maps, adding realistic depth and relief to the composition, while the base color channel displays vibrant, semi-translucent hues characteristic of stained glass pigments. Ambient occlusion enhances the perception of shadowed recesses around the metal joints, and the roughness map balances gloss and diffusion, simulating how light interacts with both smooth glass and textured metal elements.
Rendered at an impressive resolution of up to 8k, this AI texture is optimized for modern 3D pipelines, ensuring exceptional clarity and cohesion even on expansive UV islands without noticeable tiling artifacts. It is compatible out-of-the-box with popular platforms such as Blender, Unreal Engine, and Unity, making it an ideal choice for architectural visualization, game environment design, product mockups, and interior staging projects. The texture’s seamless nature allows for effortless repetition across large surfaces, streamlining workflow and maintaining high visual fidelity. By adjusting parameters such as roughness intensity or normal map strength, users can fine-tune reflections and surface detail to better match specific lighting setups and scene conditions, ensuring the material remains grounded and realistic. For best results, scaling the UVs to preserve intricate patterns and carefully balancing roughness will enhance the overall material impact and integration.
In practical terms, this ornate stained glass texture integrates base color data representing the richly pigmented glass panes, while the normal and height channels convey subtle surface relief and grain orientation of the glass and metal framework. The metallic map highlights the binders’ reflective qualities, and ambient occlusion adds depth to crevices where glass meets metal. This comprehensive PBR setup delivers a believable, high-quality material ready for seamless application in any project requiring detailed glass textures. Its free license for personal and commercial use further supports creative flexibility, making it a valuable addition to any material library focused on glass or decorative surface finishes. Elevate your 3D scenes with this high-resolution, tileable ornate stained glass texture designed to accelerate workflows and deliver stunning visual results.
This tileable ornate stained glass texture seamless high resolution up to 8k offers a detailed AI texture with a 3D preview, showcasing intricate patterns and realistic PBR appearance ideal for high-quality material compositions.
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.
