This seamless 8k PBR texture offers a detailed representation of a classic bay window featuring stained and decorative glass elements. The primary materials include tempered glass panels with vibrant colored pigments embedded within leaded cames, which form the stained glass sections. These panels display a subtle translucency with varied opacity and intricate color patterns, achieved through finely rendered BaseColor maps. The decorative glass exhibits textured relief patterns, mimicking traditional hand-crafted etching, softly diffusing light while maintaining clarity. The window’s structural framework consists of painted wood mullions and muntins, arranged in a geometric grid that subdivides the glass into smaller panes. The wood substrate shows a slightly worn finish, with visible grain and fine surface imperfections captured in the Normal and Height maps to enhance realism.
The window grille adds an additional metallic layer, likely wrought iron or brass, characterized by a low-metallic value and moderate roughness to simulate aged patina and subtle weathering. These metal elements are precisely modeled with embossed detailing, reflected in the Height and Normal maps, contributing to the overall tactile feel. The window sill is composed of smooth, polished stone or plaster, with subtle weathering marks and micro-surface variations represented in the Roughness and Ambient Occlusion channels, providing a natural contrast to the textured glass and wood. Complementing the architectural features, the window curtain is rendered as a soft fabric with fine weave patterns, suggested through subtle bump mapping and a slightly higher roughness to imply diffused light interaction.
The texture’s multi-layered composition is expertly mapped across all PBR channels for physically accurate rendering. The BaseColor channel captures the vivid color spectrum of stained glass and the painted wood hues, while the Normal and Height maps deliver depth and surface intricacies on the glass etching, wood grain, and metal grille. Roughness maps define the varying glossiness—from the smooth reflective glass to the matte wood and fabric—while Metallic maps isolate the grille’s metal components. Ambient Occlusion enhances shadowing in crevices like the mullion joints and window sill edges, adding dimensionality. Thanks to a high-resolution 8k format, this texture maintains crisp detail even on large-scale surfaces.
Designed for seamless tiling, this texture integrates smoothly into workflows for Blender, Unreal Engine, and Unity, ensuring consistent material behavior across platforms. When applying, it is recommended to carefully adjust the UV scale to prevent distortion of the stained glass patterns and to fine-tune the Roughness map to control the glass’s reflectivity under different lighting conditions. Additionally, blending the Height and Normal maps can enhance parallax effects around the decorative glass and window grille, adding depth without extra geometry.
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.
