Seamless 8k PBR 3d texture of frosted glass window with intricate frost patterns free download

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

Preview — Seamless 8k PBR 3d texture of frosted glass window with intricate frost patterns

Texture Info

IDseamless-8k-pbr-3d-texture-of-frosted-glass-window-with-intricate-frost-patterns
CategoryWindow
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR texture represents a frosted glass window surface, characterized by its smooth, translucent substrate and intricate frost patterns formed by delicate crystalline structures. The base material is a tempered glass pane, whose clarity is partially obscured by the frost buildup. The frost itself consists of interlocking ice crystals that create a fine, organic pattern overlaying the glass surface, reminiscent of natural frost formations seen during cold weather. These frost patterns introduce subtle variations in surface height and translucency, which are accurately captured in the height and normal maps, providing realistic depth and light refraction effects.

The underlying glass substrate is primarily silica-based, with minimal impurities to maintain its smooth, polished finish. The frost formation appears as a semi-opaque layer adhering to the glass, with tiny condensation droplets scattered across the surface, adding micro-variations in roughness and specularity. The surface finish is softly diffused due to frost, contrasting with the naturally glossy and reflective smooth glass areas. Coloration is minimal, dominated by muted whites and pale blues to simulate frost, while the window sill and handle elements introduce subtle metallic and painted wood tones, mapped through the base color and metallic channels to enhance material differentiation.

From a PBR channel perspective, the BaseColor map captures the frosted white patterns against the transparent glass, while the Normal map defines the fine crystalline ridges and condensation droplets, enhancing light interaction. The Roughness map varies locally to reflect the mix of smooth glass and rough frost textures, with frost areas displaying higher roughness to diffuse reflections, and the clear glass areas showing lower roughness for sharp highlights. The Metallic map is primarily reserved for the window latch and handle elements, simulating metal hardware with accurate reflectivity. Ambient Occlusion emphasizes crevices around frost edges and hardware details, while the Height/Displacement map provides subtle relief for the frost crystals and condensation beads, improving realism when used with parallax or tessellation techniques.

This texture’s 8k resolution ensures excellent detail retention even on large window surfaces, making it well-suited for high-fidelity rendering in Blender, Unreal Engine, and Unity. Its seamless nature allows for uniform tiling without visible seams, ideal for architectural visualizations or 3D environmental assets requiring realistic cold-weather window detailing. For optimal results, it is recommended to adjust the UV scale to balance frost pattern density according to the window size, and to fine-tune the roughness map to achieve the desired balance between glossiness and diffusion. When using height or parallax mapping, blending with normal maps can enhance the perception of intricate frost geometry without excessive performance cost.

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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.