This seamless 3D texture presents a highly detailed and photorealistic depiction of hoarfrost covering a cold icy surface, captured in stunning 8K resolution suitable for PBR workflows. The base substrate mimics natural ice, characterized by a smooth yet subtly uneven crystalline structure, enhanced by a delicate glaze and reflective sheen that simulate moisture and frozen dew droplets scattered across the surface. The texture’s composition reflects the natural formation of frost spikes—sharp, elongated ice crystals protruding from the surface—formed through a complex interplay of water vapor deposition and cold air exposure. Fine wind-blown frost patterns introduce a natural directional grain, enriching the surface detail with subtle anisotropy. These elements combine to deliver a realistic winter material with dense hoarfrost coverage, embodying the crispness of a cold morning.
In terms of PBR channel mapping, the BaseColor/Albedo channel captures the cool bluish-white hues of ice interspersed with translucent frost, while slight variations in tint reflect the frozen dew droplets and icy glaze. The Normal map encodes the sharp frost spikes and surface undulations, providing pronounced depth and tactile realism. Roughness values are carefully balanced to replicate the contrast between the smooth icy glaze, which exhibits lower roughness and higher reflectivity, and the matte frost crystals, which scatter light diffusely. The Metallic channel remains close to zero, as the surface is non-metallic, while Ambient Occlusion emphasizes crevices between frost spikes and frozen droplets, enhancing shadow detail. Height/Displacement maps reinforce the three-dimensionality of frost formations and surface irregularities, allowing for convincing parallax effects in close-up renders.
Designed for seamless tiling, this texture integrates effortlessly into 3D environments, making it ideal for winter scenes or any project requiring natural frost and icy surface detail. It is fully optimized for use with Blender, Unreal Engine, and Unity, supporting realistic shading and lighting setups out of the box. For practical application, adjusting the UV scale to moderate levels is recommended to maintain the intricate frost spike detail without overwhelming the scene. Additionally, fine-tuning the roughness map can help tailor the balance between glossiness and matte frost surfaces to suit different lighting conditions or artistic directions. This texture provides a versatile and highly realistic material solution for cold, frosty environments in photorealistic 3D rendering contexts.
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.
