Seamless 3d texture pbr 8k mosaic crushed glass with reflective shards and colorful pieces free download

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

Preview — Seamless 3d texture pbr 8k mosaic crushed glass with reflective shards and colorful pieces

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

This seamless 8K PBR texture features an intricate mosaic composed of crushed glass shards and colorful tesserae, perfectly crafted to replicate the complex geometry of ornamental glass surfaces. The base material is predominantly translucent glass fragments, fractured into irregular yet tessellated pieces that form a raised, three-dimensional pattern. These shards are bound by a subtle, semi-transparent adhesive matrix that mimics traditional grout, maintaining structural integrity while allowing light to penetrate and reflect within the glass elements. The overall form is a sophisticated grid of unevenly sized and shaped glass shards, arranged to create a continuous ornamental mosaic with natural variation in depth and angle.

The texture’s surface finish is glossy and polished, enhancing the reflective qualities of the glass shards and emphasizing their multifaceted edges. The colorful pieces within the mosaic include a vibrant palette of pigments embedded during the glass melting process, providing a striking contrast against clear and translucent shards. These pigments are mapped in the BaseColor (Albedo) channel, delivering vivid hues that interact realistically with light. The Normal map captures the fine details of the raised surface and the angular shards, while the Height/Displacement channel enhances the perception of depth and unevenness across the mosaic’s surface. Roughness values vary across the shards and adhesive matrix, simulating the difference between smooth glass and matte grout, and the Ambient Occlusion map adds subtle shadowing in crevices for increased realism. The Metallic channel remains near zero, reflecting the non-metallic nature of glass.

Designed for high-fidelity rendering workflows, this texture is fully optimized for use in Blender, Unreal Engine, and Unity, leveraging 8K resolution to capture minute surface details without pixelation. The seamless design ensures it can be tiled indefinitely across large surfaces without visible repetition or seams, ideal for architectural visualizations, decorative wall panels, or artistic 3D environments requiring a photorealistic glass mosaic effect. The raised surface detail created by the displacement and normal maps produces convincing light interaction, vital for scenes with dynamic lighting and reflections.

For practical implementation, it is recommended to carefully adjust the UV scale to balance the mosaic tile size with the intended scene scale, ensuring the glass pieces appear natural and not overly large or small. Additionally, fine-tuning the roughness channel can help tailor the glossiness to specific lighting conditions, while blending normal and parallax maps can enhance the tactile realism of the raised shards without incurring excessive rendering cost. This texture provides a versatile and detailed material foundation for projects demanding vibrant, reflective, and complex glass mosaic surfaces.

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}

AITEXTURED Tools

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