This rough clear glass texture seamless high resolution up to 8ktexture represents an expertly crafted simulation of weathered industrial glass panels, capturing the intrinsic qualities of a silica-based glass substrate. The material composition features a primarily transparent matrix embedded with microscopic air pockets and minimal inclusions, which contribute to subtle natural roughness without sacrificing clarity. The surface finish is characterized by a slightly roughened, micro-abrasioned texture that replicates fine scratches and irregularities commonly found on aged or lightly frosted clear glass. These imperfections interact with light to produce a delicate diffusion effect, balancing translucency with controlled surface noise for a realistic visual experience. The overall color remains predominantly clear with faint neutral tones, enhancing the authenticity of the texture while allowing it to blend seamlessly within various lighting environments.
Across the physically based rendering (PBR) channels, this texture excels in conveying material depth and realism. The BaseColor or Albedo layer maintains near transparency with subtle color hints that reflect the natural glass coloration. The Normal map accentuates the fine bumps, scratches, and micro-abrasions that define the rough surface, adding tactile detail essential for close-up renders. Roughness is carefully calibrated to produce a soft matte finish that diffuses reflections realistically without appearing overly dull, while the Metallic channel remains close to zero, accurately representing the non-metallic nature of glass. Ambient Occlusion enhances the perception of crevices and deeper surface irregularities, reinforcing the texture’s three-dimensionality. Meanwhile, the Height or Displacement map introduces gentle depth variations, enabling convincing parallax effects and enhanced surface fidelity in interactive 3D previews and cinematic renders.
Designed for seamless tiling and optimized for high-resolution workflows, this tileable rough clear glass texture seamless high resolution up to 8k is compatible with major 3D platforms including Blender, Unreal Engine, and Unity. The AI-generated production process ensures a natural, non-repetitive pattern with crisp detail and balanced noise, maintaining visual consistency across large UV islands and diverse project scales. For best results, it is advisable to keep a uniform texel density and carefully adjust UV scaling to prevent distortion. Fine-tuning the roughness parameter within your shader allows precise control over the balance between glossiness and diffuse reflection, tailoring the glass’s appearance to suit specific artistic or technical requirements. Subtle use of Height or Displacement maps can further enhance the material’s realism by adding perceptible surface depth without compromising performance.
This seamless rough clear glass texture seamless high resolution up to 8ktexture delivers an exceptional blend of photorealism and practical versatility, making it an ideal choice for artists and developers seeking authentic glass textures with intricate surface detail and high fidelity. Its advanced material composition, detailed PBR mapping, and up to 8K resolution support provide comprehensive control over the final look, ensuring stunning results in both static renders and real-time 3D previews across a wide range of 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.
