Seamless 3d texture pbr 8k glass tesserae mosaic with metallic accents and reflective shards free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k glass tesserae mosaic with metallic accents and reflective shards

IDseamless-3d-texture-pbr-8k-glass-tesserae-mosaic-with-metallic-accents-and-reflective-shards
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a finely detailed mosaic composed primarily of small-scale glass tesserae arranged in an intricate, geometric grid pattern. Each tessera exhibits a polished, glossy finish that emphasizes its translucent nature and depth. Interspersed among the glass tiles are metallic accents and highly reflective shards, adding contrast and complexity to the composition. The base substrate simulates a durable mortar or tile grout with subtle surface relief, providing authentic separation between tiles and enhancing the overall surface topology. The grout features a matte, slightly roughened finish to realistically absorb ambient light and contrast the reflective tesserae.

From a materials perspective, the glass tesserae are modeled with a high index of refraction and carefully calibrated transparency, capturing the interplay of light within the shards. The metallic details simulate oxidized and polished metals with varied roughness, contributing specular highlights and reflective nuances. The adhesive binder underlying the mosaic is implied through the grout’s texture and subtle ambient occlusion, simulating natural porosity and minor weathering effects without compromising the seamless pattern continuity. Subtle height variation across the tesserae and grout elements creates tangible surface relief, enhancing the 3D tactile impression.

The texture is mapped meticulously across all essential PBR channels to maximize photorealism. The BaseColor (Albedo) channel captures the vivid color depth of the glass and the muted tones of the grout and metals, preserving natural reflections under neutral lighting. The Normal and Height maps define the fine relief of each tessera’s beveled edges and the grout’s recessed boundaries, supporting convincing parallax and displacement effects. The Roughness map balances glossy glass surfaces against the softer matte grout and variable metallic sheens, while the Metallic channel isolates reflective shards and accents. Ambient Occlusion enhances shadowing in crevices and tile joints, grounding the composition visually.

Rendered at an 8K resolution, this texture is optimized for seamless tiling and is fully compatible with Blender, Unreal Engine, and Unity workflows, ensuring high fidelity across digital art, architectural visualization, and real-time environments. For practical use, adjusting the UV scale can control the perceived tile size, while fine-tuning roughness values allows the user to shift between a more polished or weathered mosaic appearance. Combining height and normal maps judiciously can enhance the perception of depth without excessive computational cost, making this texture versatile for both close-up renders and large surface applications.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


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