This seamless 3D texture in stunning 8K resolution masterfully recreates the intricate surface of frozen spray, showcasing detailed icy rime and scattered frozen droplets. The base substrate mimics a natural mineral-like ice surface, where delicate frost crystals and fine ice flurry formations accumulate. This texture’s composition reflects a complex interplay of microscopic ice particles and water vapor that have solidified, resulting in a porous yet tightly bonded crystalline structure. The subtle variations in grain orientation and the natural layering of frozen droplets evoke a dynamic and authentic frozen water surface, perfect for simulating environments exposed to moisture and cold winds. The surface finish appears matte with a slight translucency, capturing the diffuse reflection typical of rime-covered ice, while retaining a tactile, rough texture from the frozen spray deposits.
In terms of PBR channels, the BaseColor/Albedo map features cool, muted tones of icy blues and frosty whites, representing the natural pigments and light absorption characteristics of rime ice. The Normal map accurately conveys the complex micro-geometry of the frost crystals and frozen droplets, enhancing the perception of depth and surface irregularity. Roughness values are finely balanced to emphasize the semi-rough, frosted texture with subtle gloss variations where droplets catch light. The Metallic map is predominantly non-metallic, reflecting the organic and mineral nature of frozen water surfaces. Ambient Occlusion enhances shadows within the nooks created by frost accumulation, adding depth and realism, while the Height/Displacement map enables subtle parallax effects to emphasize surface relief in 3D applications.
This texture is fully optimized and ready for seamless integration into Blender, Unreal Engine, and Unity projects, supporting efficient UV mapping and seamless tiling without visible edges. For best results, adjusting the UV scale to maintain the natural size of ice crystals and tuning roughness can help achieve hyper-realistic renderings of icy environments. Applying subtle height or parallax displacement further accentuates the frozen droplets’ volume, enhancing immersion in cold, moisture-rich scenes. This photorealistic PBR frozen spray texture is ideal for creating dynamic, natural frozen surfaces in high-fidelity visualizations and interactive applications.
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.
