This high-resolution, seamless 3D texture presents a meticulously crafted thick ice surface with natural ice layering patterns and distinct compression marks, captured at an impressive 8K resolution for unparalleled detail. The base substrate emulates dense, glacier-like ice masses formed through slow sedimentation processes, where fine mineral deposits and organic impurities become trapped within the crystalline layers. These inclusions create subtle variations in translucency and coloration, reflected in the BaseColor/Albedo channel as delicate gradients of pale blues, whites, and faint earthy tones. The surface texture reveals slight porosity and microfractures, contributing to a realistic roughness profile that is finely tuned in the Roughness map, while the Normal and Height channels emphasize the intricate layering and compression ridges, enhancing the tactile depth and volumetric feel of the ice.
In terms of material composition, this ice texture simulates the complex interplay of ice crystals bonded by natural refreezing and compression forces, without metallic or polymeric elements, resulting in a non-metallic, low-reflective surface with soft ambient occlusion shadows that highlight crevices and sediment pockets. The surface finish mimics a semi-polished icy crust with areas of frost and slight weathering, making it ideal for photorealistic renderings requiring geological authenticity. The Ambient Occlusion map subtly accentuates the depth of trapped sediment layers and compression marks, while the seamless nature of the texture ensures flawless tiling across large surfaces without visible repetition, perfect for environments involving glaciers, frozen lakes, or ice caves.
Designed for PBR workflows, this texture is fully compatible and optimized for Unreal Engine, Blender, and Unity, supporting realistic lighting and material responses in both real-time and offline renderers. Its 8K resolution guarantees crisp details even at close camera views, allowing artists to capture the nuanced interplay of light within the ice layers. For practical usage, adjusting the UV scale to a slightly larger range can prevent overly repetitive patterns in vast ice fields, while fine-tuning the roughness channel helps balance the surface’s glossiness, ensuring the ice appears naturally reflective but not overly shiny. This texture is ideal for projects demanding highly detailed, continuous thick ice surfaces with authentic geological features and layering complexity.
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.
