This seamless 8k PBR 3d texture showcases a finely detailed snowflake patterned surface, ideal for creating photorealistic winter holiday scenes. The base substrate simulates a soft, powdery snow layer composed of compacted ice crystals and delicate frost particles, capturing the natural porosity and subtle roughness of fresh snowfall. The texture’s composition reflects a complex interplay of translucent ice grains bonded by thin, transparent water films acting as natural adhesives, which produce a slightly varied microstructure and gentle surface undulations. The snowflakes themselves appear as intricate, crystalline formations with diverse shapes and sizes, embedded seamlessly within the snowy matrix. This nuanced layering is enhanced by a matte, lightly dusted finish that balances diffuse reflection with subtle specular highlights, evoking a cold, festive ambiance perfect for winter decoration materials and 3d projects.
In terms of PBR channels, the BaseColor/Albedo map captures the soft white and faint bluish hues typical of snow, with subtle color variations caused by light scattering within the ice crystals. The Normal map encodes fine surface details such as the relief of snowflake edges and gentle powder bumps, enhancing depth without harsh transitions. Roughness is carefully tuned to reflect the lightly compacted snow’s slightly uneven surface, with non-metallic characteristics confirmed by a zero Metallic channel. Ambient Occlusion adds realistic soft shadows in crevices between snowflakes and subtle frost deposits, while the Height/Displacement map provides precise elevation data for accurate parallax and displacement effects, emphasizing the delicate crystalline patterns. This texture is optimized for 8k resolution, ensuring crisp detail and smooth tiling across large surfaces without visible repetition or pixelation.
Designed for compatibility with Blender, Unreal Engine, and Unity, this snowflake seamless 8k PBR 3d texture integrates effortlessly into any winter or Christmas themed environment. It supports realistic lighting setups with flat, neutral illumination to highlight intricate detail and maintain color neutrality, making it versatile for both indoor and outdoor scenes. For practical use, it is recommended to adjust UV scale to match the scene’s spatial context, ensuring snowflake patterns maintain natural proportions. Additionally, fine-tuning the roughness parameter can simulate varying snow conditions from freshly fallen powder to slightly compacted surfaces, enhancing realism and user control over the final appearance.
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.
