The shiny frosted glass texture seamless high resolution up to 8k represents an expertly crafted material that mimics the intricate composition of real frosted glass surfaces. At its core, this texture simulates a silica-based, amorphous mineral substrate, featuring a uniformly dispersed microcrystalline structure that scatters light diffusely, creating the signature frosted effect. The surface finish balances a polished yet matte appearance, achieved through fine etching or sandblasting in physical glass, which is faithfully captured here in the texture’s roughness and normal maps. Subtle variations in translucency and surface microdetail are conveyed through carefully tuned roughness and height channels, while the absence of metallic properties reflects the purely dielectric nature of glass. Coloration is minimal and neutral, with soft white and pale gray tones that emulate the slight opacity introduced by micro-etching or embedded silica particles. This nuanced layering of detail ensures the texture’s realism across different lighting environments and viewing angles.
Within the PBR workflow, the BaseColor or Albedo channel presents a near-neutral, softly diffused color with no strong hue shifts, reflecting the translucent yet non-transparent qualities of frosted glass. The Normal map encodes fine surface irregularities that catch and scatter light, enhancing the perception of depth without sharp reflections. Roughness is moderately high but variable, simulating the semi-matte finish that diffuses highlights rather than producing clear, shiny reflections. The Metallic channel remains at zero, consistent with glass’s non-metallic nature, while the Ambient Occlusion map subtly enhances shadowed crevices and micro-textural depth. The Height or Displacement map provides gentle surface undulations that can be leveraged for parallax effects or subtle surface relief in real-time engines. Thanks to the ultra-high resolution of up to 8k, this texture maintains crisp detail even when tiled across expansive surfaces, making it ideal for architectural visualization, environment art, and concept prototyping.
This tileable shiny frosted glass texture seamless high resolution up to 8k integrates seamlessly with Blender, Unity, and Unreal Engine workflows, enabling artists and developers to achieve predictable, repeatable results in their projects. To maximize visual fidelity, it is recommended to maintain consistent texel density across all assets in your scene and to keep UV maps uniform to avoid stretching or distortion of the pattern. Additionally, fine-tuning the roughness parameter in your shader can help achieve the perfect balance between diffuse light scattering and subtle specular highlights, enhancing realism when viewed under varied lighting conditions. This texture’s stability and clarity make it a versatile asset for diverse applications where high-quality glass materials are required without compromising performance or visual appeal.
This AI texture features a seamless shiny frosted glass texture seamless high resolution up to 8k, providing realistic glass textures with a PBR appearance and an accurate 3D preview for enhanced material visualization.
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.
