Seamless 3d texture pbr 8k melting ice with wet ice and ice meltwater details free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k melting ice with wet ice and ice meltwater details

Texture Info

IDseamless-3d-texture-pbr-8k-melting-ice-with-wet-ice-and-ice-meltwater-details
CategoryIce
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture in stunning 8K resolution captures the intricate details of melting ice featuring wet ice surfaces and visible meltwater droplets. Composed primarily of natural crystalline ice as its base substrate, the texture conveys the organic structure of ice with subtle porosity and microfractures that arise during the thawing process. The surface finish is distinctly wet and glossy, simulating the smooth yet irregular aqueous film formed by accumulated meltwater and thaw droplets. These details are enriched by fine icy ripple effects that suggest ongoing temperature changes in natural environments. The material’s composition includes thin layers of water acting as binders that visually blend with the ice granules, creating a convincing transition state between solid ice and liquid meltwater. Colorants are minimal, relying on natural translucency with slight blue and white oxide layers that enhance the cold, crystalline appearance without overpowering the subtle wetness.*

In the PBR workflow, this melting ice texture excels across multiple channels to achieve photorealism. The BaseColor (Albedo) map presents a predominantly cool palette with varying hues of icy blues and semi-transparent white, reflecting the natural color variations of melting ice and wet surfaces. The Normal map intricately captures the microtopography of the ice crystals, combined with the delicate ripple patterns of thaw water, adding depth and tactile realism. The Roughness channel is finely tuned to represent the glossy, wet ice surfaces where water accumulates, contrasting with slightly rougher areas of frost or grainy ice. Metallic values remain near zero, as ice and water are non-metallic materials, preserving authenticity. Ambient Occlusion subtly enhances crevices and micro-shadows formed by ice fractures and water pooling. Finally, the Height/Displacement map provides realistic depth for surface undulations, ideal for parallax effects and detailed rendering of the melting transition.*

Designed for seamless tiling, this texture ensures smooth repetition without visible seams, making it ideal for large-scale environments or close-up simulations where realistic ice melting is required. Its 8K resolution guarantees high fidelity and crisp detail, fully optimized and ready for use in Blender, Unreal Engine, and Unity workflows. For practical application, adjusting the UV scale to match the environment’s intended size enhances realism, while fine-tuning the roughness slider allows users to simulate varying degrees of wetness—from freshly thawed ice with glossy meltwater to drier, frostier patches. This makes the texture versatile for natural scene creation, weathering effects, or scientific simulations involving temperature-driven phase changes on icy surfaces.*

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.