Sandblasted Glass Uniform Matte free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Sandblasted Glass Uniform Matte

IDsandblasted-glass-uniform-matte
Glass
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The sandblasted glass uniform matte texture is a meticulously engineered material designed to replicate the distinctive surface qualities of glass treated through a precise sandblasting process. The base substrate consists of high-purity silica-based glass renowned for its natural clarity and transparency. Through controlled abrasion using fine mineral particles the glass surface is uniformly etched to create consistent micro-roughness. This results in a matte finish characterized by a soft diffused light transmission that balances translucency and opacity without any gloss or reflective shine. The texture’s fine grain orientation and evenly distributed microscopic porosity contribute to its tactile subtle surface irregularities ensuring a realistic appearance free from visible seams or disruptions. This makes the texture ideal for architectural and cinematic glass surfaces where understated elegance and flawless realism are required.

In physically based rendering (PBR) workflows this seamless sandblasted glass uniform matte texture is supported by a comprehensive map set that accurately conveys its material properties. The BaseColor (Albedo) channel captures the muted milky translucence typical of sandblasted glass lacking strong pigmentation but emphasizing soft frostiness. The Normal map encodes the delicate micro-etching detail simulating surface irregularities that scatter light and soften reflections. Uniformly high Roughness values eliminate specular highlights reinforcing the matte nature of the surface while the Metallic channel remains near zero reflecting the non-metallic glass substrate. Ambient Occlusion enhances subtle shadows within the micro-texture adding depth and realism and the Height/Displacement map provides gentle relief that improves tactile perception in 3D rendering environments.

With an impressive resolution of up to 8K this tileable sandblasted glass uniform matte texture offers exceptional detail and seamless integration across major 3D platforms such as Blender Unreal Engine and Unity. Its high resolution supports both real-time visualization and high-quality rendering workflows making it particularly suitable for game development architectural visualization and cinematic projects that demand realistic glass textures with a uniform matte finish. For optimal results adjusting the UV scale is recommended to maintain balanced detail repetition over large surfaces while fine-tuning the roughness or normal map intensity can refine how light interacts with the texture enhancing visual realism. This AI-generated texture with 3D preview streamlines material creation delivering a consistent high-quality foundation for glass surfaces that require subtle yet convincing realism.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.