This seamless 3D PBR texture in 8K resolution captures the intricate surface of a frozen stream, showcasing delicate ice condensation and scattered frozen droplets that create a realistic winter environment. The base substrate mimics natural cold water ice, composed of finely detailed crystalline mineral structures with subtle organic impurities that contribute to its semi-translucent appearance. The texture’s surface finish resembles a lightly glazed ice layer with a soft, foggy haze caused by thin ice crystals and frost, enhancing the photorealism of the frozen water body. Pigments and oxide layers are minimal, preserving natural icy blues and muted whites, while scattered frozen droplets add micro-detail variation. The surface porosity is low, reflecting a smooth but imperfect glaze with tiny frost particles and condensation patterns that simulate natural weathering and temperature fluctuations.
In the PBR workflow, the BaseColor/Albedo channel reflects the subtle color variations of ice and condensation, primarily cool blues and near-transparent whites. The Normal map captures fine surface details such as ice cracks, droplet shapes, and the delicate texture of frost haze, adding depth and realism to light interaction. Roughness is carefully balanced to represent the semi-glossy icy surface with areas of soft glare and sheen, providing realistic reflections without excessive gloss. The Metallic channel remains near zero, as ice is a dielectric material, while Ambient Occlusion enhances shading in crevices and droplet bases, emphasizing surface relief. The Height/Displacement map offers precise depth cues for the frozen droplets and icy glaze, enabling enhanced parallax effects or displacement in 3D engines, further simulating natural frozen stream surfaces.
Designed for seamless tiling, this texture ensures continuous and consistent coverage across large 3D surfaces, making it ideal for photorealistic frozen stream environments in Blender, Unreal Engine, and Unity projects. The high 8K resolution guarantees crisp detail even in close-up views, supporting realistic rendering in high-fidelity scenes. For optimal results, adjusting the UV scale to moderate levels preserves the natural texture grain without repetition artifacts, while fine-tuning roughness can simulate varying ice smoothness from freshly frozen to slightly weathered conditions. This frozen stream texture is a versatile asset for creating immersive winter landscapes, realistic water bodies, or icy environmental effects that demand physically accurate material representation and seamless integration into PBR workflows.
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.
