This seamless 3D texture presents a photorealistic depiction of translucent ice with embedded ice bubbles and frozen bubbles, rendered at an impressive 8K resolution for exceptional detail. The base substrate mimics natural ice, characterized by its semi-transparent crystalline structure, which is accentuated by a subtle layered glaze and an ice sheen that enhances surface depth. Within this organic matrix, numerous microscopic impurities and inclusions simulate the complex internal composition of real ice formations. These features contribute to the texture’s porosity and slight variations in translucency, giving it a lively and natural appearance. The texture’s surface finish appears smooth and polished, reflecting the pristine quality of fresh ice, while the embedded bubbles introduce irregularities that break uniformity, adding visual richness and realism to the material.
The PBR channels are meticulously crafted to replicate the physical properties of translucent ice. The BaseColor/Albedo channel captures the soft, pale blue-white hues typical of ice, interspersed with subtle color shifts caused by impurities and air pockets. The Normal map defines the delicate undulations and bubble contours beneath the surface, enhancing the tactile feel of the ice’s internal structure. Roughness values vary across the texture, with glossier areas representing smooth ice surfaces and slightly rougher zones around frozen bubbles to simulate scattering effects. The Metallic channel is minimal to nonexistent, reflecting ice’s non-metallic nature, while Ambient Occlusion provides shadowing around bubbles and inclusions for added depth. Height/Displacement maps provide fine relief for surface details, making the texture ideal for detailed parallax or displacement workflows.
Designed for seamless tiling, this texture maintains continuous, non-repetitive patterns that are essential for realistic material creation in PBR workflows. Its high 8K resolution ensures crisp, detailed visuals suitable for close-up renders and high-fidelity environments. Fully optimized and ready for use in Blender, Unreal Engine, and Unity, this texture supports advanced shader setups and lighting scenarios. For practical application, adjusting the UV scale to a finer grain can enhance the perception of bubble density, while carefully tuning the roughness channel allows for balancing between glossy ice surfaces and more diffused frosted areas, achieving a realistic frozen effect.
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.
