Seamless 3d texture pbr 8k frosted glass and ice crystals winter frost for new year free download

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

Preview — Seamless 3d texture pbr 8k frosted glass and ice crystals winter frost for new year

IDseamless-3d-texture-pbr-8k-frosted-glass-and-ice-crystals-winter-frost-for-new-year
New Year
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a high-fidelity depiction of frosted glass intertwined with intricate ice crystals, designed to evoke the serene beauty of winter frost and snowflakes. The base material simulates a translucent glass substrate, characterized by a slightly diffused surface that captures the essence of frost formed by minute ice crystals. These crystals appear as delicate geometric patterns—sharp, angular, and multifaceted—arranged in an organic yet repetitive lattice that mimics natural snowflake formations. The texture’s form combines smooth, polished glass areas with raised crystalline ridges, creating subtle depth and a tactile contrast between the slick glass and rough frost.

The material composition suggests a glass foundation bound with microscopic frost layers acting as a semi-porous coating. This frost layer is composed of fine ice aggregates and microfibers that scatter light, producing the characteristic sparkle dust and celebration glow effects. The surface finish balances a soft matte roughness on the frost with glossy highlights on exposed glass. Color-wise, the texture embraces a predominantly icy palette of pale blues and whites, enhanced by slight opalescent pigments that simulate light refraction through frozen water. These colorants are carefully integrated within the BaseColor (Albedo) channel to provide subtle translucency and the illusion of depth beneath the surface.

In terms of PBR mapping, the Normal map captures the intricate relief of ice crystal edges and frosted patterns, enhancing surface detail without harsh shadows. The Roughness channel varies across the texture, with lower values on the glass portions to simulate smooth reflections, and higher values on frosted areas for diffused scattering. The Metallic channel remains near zero, consistent with dielectric glass materials, while the Ambient Occlusion map accentuates crevices and overlaps between crystals, adding realism to shadowed regions. Height and Displacement maps provide fine control over the crystalline elevations, reinforcing the tactile sensation of frost buildup.

Rendered at an impressive 8K resolution, this texture ensures exceptional clarity and detail, making it well-suited for high-end visualizations in Blender, Unreal Engine, and Unity. Its seamless tiling capability supports expansive winter scenes without visible repetition, ideal for architectural visualization, product rendering, or holiday-themed environments. For optimal results, it is advisable to adjust the UV scale to maintain natural crystal proportions and to fine-tune the Roughness map to balance between sparkle and frost opacity. Additionally, blending the Height map with Normal details can enhance the three-dimensional effect of ice crystals under varying lighting conditions.

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.


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AITEXTURED Tools

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