This seamless 3D texture in 8K resolution masterfully illustrates a smooth ice surface characterized by an icy gloss finish that captures the pristine clarity and translucence of freshly frozen or wet ice. The base substrate resembles natural ice crystals, with subtle micro-variations and delicate grain orientation that simulate the random yet cohesive structure of frozen water. The surface finish is highly polished, producing a strong reflective sheen and realistic icy glare that responds dynamically to lighting conditions. This effect is enhanced by a carefully balanced combination of binders and natural inclusions, which create a faint shimmer and glimmering highlights that bring the texture to life in photorealistic PBR materials. The overall composition mimics the natural layering and light diffusion found in ice, emphasizing its smooth, glossy appearance without excessive roughness or porosity.
In terms of PBR channels, the BaseColor/Albedo map presents a cool, near-transparent icy tint with subtle blue and white hues that evoke the coldness and purity of ice. The Normal map encodes fine surface irregularities and gentle bumps that contribute to the material’s realistic depth and light interaction. The Roughness channel is finely tuned to reflect the polished, low-friction finish of smooth ice, creating sharp reflections and a distinct glossy glare. The Metallic channel remains near zero, as ice is non-metallic, while the Ambient Occlusion map adds subtle shadows in crevices to enhance visual depth. The Height/Displacement map provides delicate surface undulations that simulate frozen ripples and subtle frost patterns, enhancing the tactile realism and aiding in parallax effects for close-up viewing.
Designed for seamless tiling, this 8K resolution texture ensures large coverage without visible repetition, making it ideal for expansive 3D scenes requiring photorealistic icy surfaces. It is fully optimized and ready for integration in Blender, Unreal Engine, and Unity workflows, supporting advanced rendering pipelines that utilize PBR materials. For best results, it is recommended to adjust the UV scale to match the intended scene size and environment, while fine-tuning the roughness parameter can help balance the icy gloss with ambient lighting conditions. This texture excels in applications such as winter landscapes, frozen lakes, ice sculptures, or any scenario demanding a high-quality, realistic depiction of smooth ice with a captivating icy glare and sheen.
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.
