Seamless 3d texture pbr 8k mosaic glass tiles with translucent glass and smooth edges free download

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

Preview — Seamless 3d texture pbr 8k mosaic glass tiles with translucent glass and smooth edges

IDseamless-3d-texture-pbr-8k-mosaic-glass-tiles-with-translucent-glass-and-smooth-edges
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features meticulously crafted glass tiles arranged in a tessellated mosaic pattern, showcasing a flat surface composed of translucent glass with smooth, rounded edges. Each tile mimics a refined geometric form, resembling small rectangular or square tesserae that fit together without visible seams, creating a continuous and uniform layout. The base material is primarily high-purity glass, designed to replicate the subtle variations in translucency and light refraction found in real-world glass installations. The tiles appear to be adhered onto a neutral substrate layer, which is virtually imperceptible due to the translucency and the polished finish of the glass surface. This substrate acts as the foundational support, while a thin, clear adhesive layer binds the tiles, ensuring a cohesive mosaic arrangement without compromising the clarity or the reflective quality of the glass.

The texture’s composition includes carefully simulated binders and adhesives that maintain the mosaic’s structural integrity while allowing light to pass through the translucent tiles. The glass tiles themselves exhibit minimal porosity, emphasizing a smooth and polished finish that enhances reflective highlights and subtle light diffusion. Coloration arises from minute variations in the glass material’s pigmentation, predominantly clear with hints of subtle cool tones, contributing to a modern and sleek aesthetic. The surface finish is glossy and highly reflective, capturing environmental lighting and reflections which are essential for realistic PBR rendering. Fine details such as micro-scratches or minor surface irregularities are minimized to preserve the pristine glass look, while the edges of each tile are beveled softly to avoid harsh shadows and to allow gentle light bending around the contours.

In terms of PBR channel mapping, the BaseColor (Albedo) channel captures the translucent glass hues and subtle gradations of light passing through the material. The Normal map intricately defines the smooth edges, beveled forms, and slight surface undulations of the tesserae, contributing to realistic light interaction and depth perception. Roughness values are low and consistent, reflecting the highly polished surface but allowing slight variation to simulate minor surface imperfections. The Metallic channel remains near zero, as glass is a non-metallic material, while the Ambient Occlusion map subtly enhances the shadowing around tile edges and grout lines, providing depth without overpowering the translucency. Height or Displacement maps emphasize the flat yet slightly raised profile of each tile, supporting parallax effects and adding tactile realism in close-up renders.

Rendered at an impressive 8K resolution, this texture is optimized for seamless tiling, ensuring it can be applied effortlessly on large surfaces without visible repetition or distortion. It is fully compatible and ready for use in leading 3D software and game engines including Blender, Unreal Engine, and Unity, supporting advanced material workflows and real-time rendering. For best results, it is recommended to adjust UV scaling carefully to maintain tile proportions and avoid texture stretching. Additionally, fine-tuning roughness parameters can help tailor the reflectivity to different lighting environments, while blending height and normal maps can enhance depth perception without compromising performance. This texture is particularly suited for architectural visualizations, interior design projects, and decorative glass installations requiring photorealistic detail and modern aesthetics.

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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