Seamless 3d texture pbr 8k frosted snowflakes and sparkling snow texture for winter new year free download

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

Preview — Seamless 3d texture pbr 8k frosted snowflakes and sparkling snow texture for winter new year

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

This seamless 3D texture features an intricately detailed surface inspired by frosted glass and delicate snowflakes resting atop a fresh snow texture, evoking the essence of winter frost and holiday celebration glow. The base material resembles a lightly compacted snow substrate with a fine crystalline structure, interspersed with translucent ice particles that simulate frost formation. The geometric pattern consists of overlapping, stylized snowflake shapes with softly rounded edges and subtle depth variations, creating a natural, organic tessellation that flows seamlessly in all directions. This pattern is enhanced by scattered sparkle dust elements that catch light differently, introducing a subtle, festive sparkle effect across the surface.

From a material composition standpoint, the texture mimics a complex matrix where the primary substrate is a semi-translucent, fine-grained snow layer acting as the aggregate. Embedded within this are micro-crystalline frost formations that serve as natural binders, adhering to the snow base and creating a slightly roughened surface with moderate porosity. The interplay between these components results in a delicately weathered finish reminiscent of early morning frost on glass, combining matte snowy regions with glossy, frosted glass-like highlights. Colorants are minimal, primarily relying on variations of pure white and pale blue hues to replicate natural snow and ice pigmentation, while subtle warm tones simulate celebration and holiday glow effects emerging from beneath the surface.

Mapping this to PBR channels, the BaseColor (Albedo) channel captures the soft gradient from pure white snow to translucent icy blue frosted areas, with tiny specks of warm glow colors to simulate light diffusion through the frost. The Normal map emphasizes the raised snowflake geometries and fine frost crystal details, introducing convincing surface irregularities and depth cues. Roughness values vary across the texture: smoother, almost polished patches imitate glazed frost, while rougher zones reflect untouched snow granularity. The Metallic channel remains close to zero, reflecting the non-metallic nature of snow and ice. Ambient Occlusion highlights subtle crevices at snowflake edges and frost clusters, adding dimensionality and realism. Finally, the Height/Displacement map provides fine relief for snowflake contours and sparkling dust particles, enabling enhanced parallax and depth effects in 3D environments.

Rendered in ultra-high 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring exceptional detail and fidelity even in close-up views. It is fully tileable, making it ideal for large winter scenes or seasonal environments requiring authentic, sparkling snow surfaces. For practical application, adjusting the UV scale can help maintain the natural size of snowflakes relative to scene proportions, while fine-tuning roughness values can control the balance between frosted gloss and matte snow regions. Additionally, blending height and normal maps can enhance the perceived depth of the snowflake relief without compromising performance, providing flexibility across various rendering pipelines.

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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