This seamless 3D texture presents a photorealistic depiction of blue ice, characterized by its deep, vivid color and intricate ice layers stratification. The base substrate mimics compacted frozen water found in glaciers, showcasing a natural mineral-like crystalline structure beneath a smooth, icy glaze surface. This glaze acts as a subtle binder, enhancing the surface finish with a delicate translucent sheen and glimmering wet look. Thin veins and stratified layers within the ice create natural depth and complexity, simulating the organic grain orientation and porosity variations typical of real blue ice formations. The texture’s surface finish appears polished yet naturally uneven, capturing the interplay between light and the ice’s semi-transparent layers, which contributes to a realistic wet appearance.*
In terms of PBR material channels, the BaseColor (Albedo) maps the deep blue hues with nuanced gradients reflecting ice layers stratification and subtle icy glaze overlays. The Normal map captures the fine surface irregularities and veins, enhancing the tactile realism of the smooth yet textured ice surface. Roughness is finely calibrated to balance the glossy wet glaze with slightly matte stratified areas, avoiding an overly reflective or flat finish. The Metallic channel remains minimal or zero, as natural ice lacks metallic properties, while Ambient Occlusion emphasizes the depth within the stratified layers and veins, adding volumetric shading effects. The Height or Displacement channel replicates the subtle elevation differences of the ice layers, enhancing the perception of thickness and layering in 3D renders.*
Rendered at an ultra-high 8K resolution, this seamless blue ice texture ensures exceptional detail and continuity for photorealistic PBR workflows. It is fully optimized and ready for integration into Unreal Engine, Blender, and Unity projects, supporting high-fidelity environments requiring realistic ice surfaces. For practical use, tuning the UV scale to emphasize the layered stratification can enhance realism in larger scenes, while adjusting roughness values allows for dynamic control over the icy glaze’s wetness effect, adapting the material from freshly frozen to weathered ice conditions. This texture is ideal for simulating realistic glacier ice, frozen water bodies, or stylized icy materials in any 3D environment.*
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.
