This seamless 3D texture captures the intricate beauty of snowy ice, meticulously rendered in 8K resolution to ensure the highest level of detail and photorealism. The material composition is inspired by natural frozen surfaces, where a delicate layer of icy frost and fine ice bloom crystals form over a compact, mineral-rich ice substrate. The base is a translucent frozen matrix with subtle variations in density and porosity, resembling real snow-covered ice. Fine frost patterns and hoarfrost glaze create a visually complex surface finish that appears both smooth and finely textured, with the icy bloom elements adding depth and a soft scattering effect. These details are achieved through carefully balanced pigments and natural oxide layers that subtly tint the ice with pale blues and translucent whites, enhancing the cold, wintry atmosphere without overpowering the natural clarity of the ice.*
In PBR terms, this texture excels across all essential channels to deliver realistic results in any renderer. The BaseColor (Albedo) channel faithfully displays the muted icy blues and subtle white frost highlights, reflecting the translucent quality of frozen water. The Normal map captures the delicate surface irregularities—icy flurry formations and fine frost ridges—that give tactile depth and micro-variation, essential for breaking monotony in large-scale environments. Roughness maps are finely tuned to replicate the glossy, semi-reflective nature of ice, with glazes and frost areas showing varying degrees of smoothness and matte finish. The Metallic channel remains near zero, as the material is naturally non-metallic, while Ambient Occlusion adds realistic shadowing in crevices and between frost crystals. Height and Displacement maps enhance the surface relief, emphasizing the subtle elevation of ice blooms and frost accumulations for more dynamic lighting and parallax effects.*
Designed for seamless tiling without visible repetition, this 8K texture is optimized for use in Blender, Unreal Engine, and Unity, making it ideal for winter-themed scenes, cold environment models, and realistic outdoor landscapes. Its continuous design ensures a uniform appearance across large surfaces while incorporating subtle micro-variations that prevent texture fatigue. For best results, it is recommended to adjust the UV scale to maintain the natural size of frost and bloom details and to fine-tune roughness values slightly higher in closer camera views to emphasize the frosty matte finish. Additionally, enabling height or parallax mapping can significantly enhance the perception of depth on the ice surface, adding to the immersive realism of your 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.
