Seamless 3d texture pbr 8k glass tiles mosaic featuring smalti glass fragments and glossy finish free download

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

Preview — Seamless 3d texture pbr 8k glass tiles mosaic featuring smalti glass fragments and glossy finish

IDseamless-3d-texture-pbr-8k-glass-tiles-mosaic-featuring-smalti-glass-fragments-and-glossy-finish
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a meticulously crafted mosaic composed of small, irregularly shaped glass tiles made from smalti glass fragments. Smalti is a traditional opaque colored glass, known for its rich pigmentation and slightly varied translucency, which lends this mosaic an authentic and vibrant appearance. The individual tiles are set in a dense, low-porosity substrate that mimics a smooth cement or fine grout base, providing structural cohesion and subtle contrast to the glossy glass surfaces. The adhesive binder between the tiles is virtually invisible, allowing the vivid colors and subtle translucency of the glass fragments to dominate the visual impression. This combination of materials results in a distinctive geometric pattern where the tiles are arranged in a seemingly random yet harmonious layout, emphasizing the artisanal quality of the mosaic.

The surface finish is highly polished and glossy, enhancing the natural reflective properties of the glass smalti tiles. Variations in tile thickness and surface smoothness are replicated through detailed normal and height maps, capturing the subtle undulations and depth differences typical of handcrafted mosaics. The PBR channels are carefully balanced: the BaseColor (Albedo) channel conveys the intense, saturated colors of the smalti glass, ranging from deep blues and reds to bright yellows and greens. The Roughness map is finely tuned to reflect the polished glass surface, exhibiting low roughness values for sharp specular highlights, while the grout lines have slightly higher roughness to maintain material distinction. The Metallic channel remains close to zero, reflecting the non-metallic nature of glass, while Ambient Occlusion enhances the depth perception around tile edges and grout recesses. Height and Displacement maps contribute to the three-dimensionality by simulating tile relief and surface irregularities, essential for realistic rendering.

Rendered at an impressive 8K resolution, this texture supports photorealistic detail and sharpness, making it ideal for close-up visualizations in modern rendering engines such as Blender, Unreal Engine, and Unity. The high resolution ensures that the intricate color gradations and surface reflections of the smalti glass tiles retain clarity even on large surfaces or in VR applications. The seamless nature of the texture allows for infinite tiling without visible repetition, suitable for both architectural visualizations and digital art projects that require authentic mosaic patterns.

For practical use, it is recommended to carefully adjust the UV scale in your 3D software to maintain the natural size ratio of the glass tiles, avoiding distortion that could break the illusion of handcrafted mosaic work. Additionally, fine-tuning the roughness map can help adapt the glossiness to different lighting environments or artistic styles, while blending height and normal maps can enhance the perception of depth and surface complexity, especially when using parallax or displacement effects. This approach ensures maximum versatility and realism when integrating the texture into diverse material setups or scene conditions.

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.


::contentReference[oaicite:0]{index=0}

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