This seamless 3D texture captures the pristine and smooth surface of clear ice with exceptional detail, rendered in ultra-high 8K resolution for unparalleled clarity. The material composition is inspired by natural ice, characterized by its translucent crystalline structure interspersed with delicate ice bubbles embedded beneath the surface. These frozen bubbles cluster subtly, adding intricate internal details that create convincing depth and realism. The base substrate mimics pure frozen water, while variations in microstructure and porosity introduce natural imperfections, enhancing authenticity. The surface finish exhibits an icy gloss and subtle sheen, replicating the wet, reflective qualities typical of freshly frozen ice sheets. Coloration is minimal and transparent, with faint blue-white hues that accentuate translucency and internal light scattering, vital for photorealistic renders in physically based rendering (PBR) workflows.
In PBR terms, the BaseColor (Albedo) channel remains largely clear with slight tinting to simulate ice’s pure and translucent nature. The Normal map encodes fine crystalline details and the subtle topology of embedded ice bubbles, providing realistic surface micro-variations and enhancing light interaction. The Roughness map finely balances glossy and matte areas, reflecting how some regions appear polished while others show slight frost or micro-texture. Metallic is near zero, consistent with non-metallic ice. Ambient Occlusion adds soft shadowing around clustered bubbles and surface crevices, deepening spatial perception. Height or Displacement maps capture the gentle undulations and bubble protrusions, enabling accurate parallax effects that enrich the visual depth under varying lighting and camera angles. This texture tiles seamlessly, ensuring continuous coverage for large surfaces without visible repetition.
Designed for easy integration, this clear ice seamless 3D PBR texture is fully optimized and Unreal, Blender, and Unity ready, supporting advanced real-time and offline rendering pipelines. Its 8K resolution ensures ultra-realistic results even in close-up views, making it ideal for natural ice renderings in architectural visualizations, game environments, simulations, and VFX projects. For best results, adjusting UV scale to maintain bubble size proportionality and fine-tuning roughness values can help tailor the icy glossiness to specific lighting conditions. Utilizing height or parallax mapping will further enhance the perception of depth and translucency, delivering a convincing frozen surface that responds naturally to environmental illumination.
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.
