The polished clear glass texture seamless high resolution up to 8k showcases a meticulously crafted material designed to replicate the optical purity and smoothness of real-world glass surfaces. This texture embodies the essential characteristics of glass as a transparent, non-porous substrate primarily composed of silica-based minerals, with a finely polished finish that eliminates surface imperfections and maximizes clarity. The seamless tileability ensures that when applied across large UV islands, the texture maintains consistent cohesion and flawless continuity without visible repetition. Its crystal-clear appearance is enhanced by subtle micro-details generated through an advanced AI pipeline, capturing the minimal surface roughness and light refraction typical of polished glass. Colorants are minimal or absent, reflecting the natural transparency and slight specular highlights that define glass in physical and digital materials alike.
From a PBR perspective, this tileable polished clear glass texture high resolution up to 8k excels in delivering realistic visual feedback across multiple channels. The BaseColor or Albedo channel is predominantly neutral and transparent, with color information representing the subtle tint or reflections present in clear glass. The Normal map encodes delicate surface undulations that contribute to the smooth yet tactile polish, while the Roughness map is finely tuned to low values to simulate the highly reflective and glossy finish inherent to polished glass. The Metallic channel remains near zero, reflecting the non-metallic nature of glass, and the Ambient Occlusion map subtly defines soft light occlusion around edges or minor surface features without compromising clarity. Height or Displacement maps can be employed sparingly to introduce slight surface variations or enhance parallax effects, further grounding the material in realistic lighting scenarios.
Optimized for modern workflows, this polished clear glass texture seamless high resolution up to 8k is fully compatible with leading 3D software such as Blender, Unity, and Unreal Engine. Its high resolution supports detailed close-ups and large-scale applications alike, accelerating iteration loops by providing a production-ready, photorealistic glass surface out of the box. For best results, users are advised to adjust the UV scale to maintain the delicate balance between surface detail and smoothness and to combine this texture with a subtle ambient occlusion pass and a light normal map overlay to enhance surface breakup without introducing harsh artifacts or oversharpening. This approach ensures the glass texture remains visually convincing in both real-time scenes and cinematic renders, making it an invaluable asset for level dressing, material studies, and shader development workflows.
The tileable polished clear glass texture seamless high resolution up to 8k offers a realistic PBR appearance with impeccable clarity, allowing for an accurate 3D preview of glass textures enhanced by AI texture refinement.
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.
