This seamless 3D texture presents a sophisticated winter-themed material blending natural snowy wood with frosted glass and delicate icicle formations, accented by subtle candle wax details. The primary base is a finely grained wooden plank substrate, characterized by interlaced fibers and natural grain patterns that reflect typical coniferous wood encountered in cold climates. The wood surface features a lightly weathered finish, with snow accumulation filling the shallow grooves and pores, creating a slightly rough, matte texture. The snow’s crystalline granules contribute a micro-roughness that affects light scattering, while the wood’s warm, muted brown tones are subtly desaturated by the frost overlay, captured in the BaseColor (Albedo) channel with careful gradient transitions between wood and snow coverage.
Overlaying the wooden base, frosted glass elements manifest as semi-translucent, slightly opalescent patches that diffuse light softly. These glassy areas simulate condensation and frost buildup, exhibiting a finely textured surface with a low-gloss finish that contrasts with the wood’s matte. The icicles are modeled as vertical, elongated geometric forms with smooth, curved contours tapering to points, showcasing realistic refraction and translucency effects. The Normal and Height maps encode the intricate depth and curvature of these icicles, creating subtle parallax when viewed at oblique angles. The Roughness map varies spatially to represent the frost’s diffuse scattering on glass and the shiny, almost wet appearance of candle wax drips, which are interspersed sporadically across the texture. Candle wax sections display a softly rounded, semi-translucent form with a slightly irregular surface, mimicking the natural flow and hardening of wax, contributing a warm tonal contrast to the cooler frosted elements.
From a technical perspective, the PBR channels are meticulously composed to maximize realism at an 8K resolution, ensuring high fidelity in close-up renders. The Metallic channel remains near zero throughout, consistent with the organic and non-metallic nature of wood, ice, and wax. Ambient Occlusion maps enhance the perception of depth in crevices between wood grains and the undersides of icicles, while the Height or Displacement maps provide subtle surface relief for snow buildup and wax layering. This texture is optimized for seamless tiling, making it ideal for large-scale applications in Blender, Unreal Engine, and Unity environments where photorealistic winter scenes are desired.
For practical use, adjusting the UV scale to maintain the natural size of wood grain relative to icicle length is recommended to avoid visual distortion. Additionally, tweaking roughness values in shader settings can help balance the interplay between the matte wood, the diffuse frost, and the glossy candle wax, tailoring the material’s reflectivity to specific lighting conditions. Layering normal and height maps can further enhance depth perception, especially around icicle edges and wax drips, providing a convincing tactile quality in real-time and offline renderings alike.
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.
