This silver frost seamless 3d texture is a meticulously crafted photorealistic surface that captures the intricate beauty of icy crystals and frosty glaze layers on a cold winter substrate. Composed primarily of a metallic base simulating a silver mineral surface, it incorporates fine crystalline aggregates that evoke delicate frost formations. The texture's structure suggests a slightly porous yet polished metal, with subtle oxide layers adding depth and natural weathering effects. These layers are bound together by a thin, translucent icy glaze that enhances the surface’s reflective qualities, creating a sparkling, cold appearance that is both realistic and visually striking. The resulting material balance between metallic silver tones and frost-inspired translucency makes it an ideal choice for winter and Christmas-themed 3d environments requiring authentic cold surface detail.
Rendered in ultra-high 8k resolution using advanced PBR techniques, this texture features comprehensive channel mapping to simulate real-world material properties accurately. The BaseColor/Albedo channel delivers a crisp silver hue interspersed with subtle frosty whites and pale blues, while the Normal map defines the delicate micro-variations and sharp icy crystal edges that simulate natural frost patterns. The Roughness channel balances polished metallic reflections with matte frost patches, ensuring realistic light diffusion. Its Metallic map emphasizes the silver mineral substrate’s inherent reflectivity, while Ambient Occlusion enhances depth perception by accentuating crevices between frost crystals. Height and Displacement maps provide fine surface elevation changes, adding tactile realism to the icy glaze and crystalline formations. This texture is fully optimized and Unreal, Blender, and Unity ready, guaranteeing seamless integration into various 3d workflows.
Designed to tile perfectly without visible seams, the texture maintains consistent neutral lighting and shadow-free details, allowing for clean application across diverse 3d objects and background surfaces. For practical use, adjusting the UV scale can help control the prominence of frost detail—scaling down reveals more intricate icy crystal clusters, while scaling up creates broader frosty patterns. Additionally, fine-tuning the Roughness parameter can adapt the surface from a highly polished silver frost to a softer, more diffuse icy glaze effect, helping artists achieve the precise cold, sparkling look their winter or Christmas themed projects demand.
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.
