This seamless 3D texture showcases a highly detailed surface of sharp, fragmented ice shards, intricately adorned with frozen droplets and an icy sheen that captures the essence of a glacial environment. The base material mimics crystalline ice, presenting a translucent, mineral-like substrate with subtle variations in thickness and translucency that simulate natural frost patterns. The frozen droplets appear as delicate moisture beads, adding realistic moisture content and a slightly raised, glossy finish. A thin layer of icy glaze overlays the shards, contributing to a reflective, polished surface that enhances light interaction. This combination of features creates a visually complex composition where the crystalline structure is broken into jagged fragments, with an organic distribution of droplets and a smooth yet irregular sheen that conveys coldness and fragility.
In PBR channels, the BaseColor/Albedo map mainly reflects a cold palette of whites, pale blues, and subtle grays, reproducing the natural coloration of ice and frozen water without heavy pigmentation. The Normal map adds depth and detail by emphasizing the sharp edges of the shards and the protruding droplets, giving the surface a tactile quality. Roughness is finely tuned to vary between the matte, frosted areas and the glossy, wet droplets, creating a convincing contrast that enhances realism. The Metallic channel remains near zero, as ice is non-metallic, while Ambient Occlusion deepens the crevices between shards, emphasizing shadow and depth. The Height/Displacement map captures the jagged relief of the shards and the raised droplets, allowing for realistic parallax effects and surface variation in 3D renders.
Rendered at an ultra-high 8K resolution, this texture is optimized for seamless tiling and is fully compatible with popular 3D software such as Blender, Unreal Engine, and Unity, ensuring crisp detail even in close-up views or expansive scenes. The seamless nature guarantees smooth repetition across surfaces without visible seams or distortion, ideal for large ice-covered environments or props requiring a photorealistic icy shards material. For best results, adjust the UV scale to maintain the natural size of the ice shards relative to the model, and consider fine-tuning roughness values to balance between the matte frost and glossy frozen droplets depending on lighting conditions. This texture effectively enhances any 3D project needing a vivid, authentic frozen atmosphere with sparkling highlights and a cold, glistening finish.
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.
