This seamless 8K PBR 3D texture represents a dirty glass window characterized by accumulated grime, dirt buildup, smudges, and a fine layer of dust. The primary material is tempered glass, exhibiting a smooth, slightly reflective surface that has become obscured over time by environmental contaminants. The glass pane’s substrate is a clear, low-iron silica base, designed to transmit light while maintaining structural integrity. Over this, layers of organic and inorganic particles—comprising dust, soot, oily residues, and weathered mineral deposits—have adhered, forming a complex and uneven film. These contaminants create a subtle roughness and opacity variation that is captured through the texture’s roughness and ambient occlusion maps. The grime appears as irregular patterns, with some areas denser due to moisture-induced dirt buildup, resulting in localized porosity and a tactile surface variation that interacts realistically with light.*
The window frame components, including the sill and latch, are modeled as aged painted wood and metal, respectively. The wooden sill reveals a slightly weathered, grainy texture with faint cracks and peeling paint, while the metal latch shows oxidized spots and mild corrosion. The wood base is composed of cellulose fibers bound by natural resins and pigments that have faded unevenly due to exposure. The metal latch incorporates iron alloys with a matte finish disrupted by rust patches and accumulated dirt. The combined surface finish contrasts the glass’s semi-glossy qualities with the frame’s matte and rough weathered characteristics, enhancing the visual realism. These details are encoded precisely in the normal and height maps to accentuate the depth and relief of the wooden grain and corroded metal, while the metallic channel differentiates the metal latch from the non-metallic elements.*
In terms of PBR channel composition, the BaseColor (Albedo) map captures the subtle variations in color caused by dust layers, grime streaks, and paint degradation, ranging from muted browns, greys, and off-whites on the frame to translucent greenish tints on the glass. The Normal map provides micro-surface detail such as smudges, scratches, and dirt clumps, creating realistic light scattering and shadowing effects. The Roughness map varies from low values on relatively cleaner glass patches to higher roughness on dusty and smudged areas, influencing how specular highlights behave. The Metallic map isolates the latch hardware with near-maximum values, while the wood sill and glass remain non-metallic. Ambient Occlusion enhances crevices and dirt accumulation points, emphasizing depth and realism. Height and Displacement maps offer subtle surface undulations, crucial for parallax effects that simulate the uneven dirt buildup and weathered wood grain.*
Rendered at an ultra-high 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, providing detailed and crisp visuals even at close camera distances. The seamless design ensures that it can be tiled across large window surfaces without visible repetition or seams. For practical application, it is recommended to adjust the UV scale carefully to maintain the realistic grain size and dirt pattern proportion. Additionally, fine-tuning the roughness map can help balance the interplay of light reflections on the glass and dusty areas, while blending normal and height maps can enhance the perception of grime depth without excessive geometric complexity.*
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.
