This seamless 3D texture in 8K resolution masterfully depicts melting ice, combining wet ice surfaces with detailed ice melt puddles to create an authentic portrayal of ice in transition. The base material mimics natural ice, an organic crystalline substrate, enhanced by subtle moisture accumulation and condensation effects that simulate water droplets frozen mid-thaw. The texture’s composition reflects a complex interplay between solid ice and liquid water, with a thin icy glaze and sheen replicating surface wetness and gloss variations integral to realistic melting processes. Fine frozen droplets and small melt puddles are carefully integrated to illustrate localized melting and water pooling, enhancing the natural look and feel of thawing ice patches on a cold surface exposed to temperature changes.
In terms of PBR channels, this texture excels at conveying material depth and realism. The BaseColor/Albedo channel captures the translucent bluish-white hues of ice, enriched with subtle color shifts where moisture saturates the surface. The Normal map defines fine surface irregularities, such as cracks, frost patterns, and droplets, giving a tactile sense of roughness and smooth wetness. The Roughness channel varies across the texture, featuring polished, glossy wet patches alongside matte, frost-covered areas to simulate differing moisture levels and ice melt stages. The Metallic channel is minimal to none, reflecting ice’s non-metallic nature, while Ambient Occlusion emphasizes crevices and puddle edges for enhanced depth perception. Height and Displacement maps provide subtle relief, illustrating thin layers of melting ice and shallow puddles, perfect for parallax effects or fine surface detail enhancements.
Designed for seamless tiling, this 8K melting ice texture is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring high fidelity and performance in 3D PBR workflows. The texture’s exceptional resolution captures intricate water particle details and nuanced wetness variations, making it ideal for dynamic winter scenes, environmental effects, or objects undergoing temperature-induced changes. For best results, adjusting the UV scale to maintain realistic puddle sizing and carefully tuning roughness values will help achieve natural wetness and gloss contrasts. This texture provides a versatile and convincing material solution for artists and developers seeking to portray melting ice with photorealistic accuracy and detailed surface interaction in their projects.
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.
