This seamless 8k PBR 3D texture represents a modern window characterized by a minimalist design with smooth, clear glass panels set within a sleek, metallic window frame. The frame itself is composed of anodized aluminum, offering a lightweight yet durable substrate known for its corrosion resistance and clean aesthetic. The aluminum surface is treated with a subtle brushed finish, lending a faint linear grain that enhances the frame’s visual depth without overpowering the clarity of the glass. Accents such as the window sill, latch, handle, lock, and hinges are integrated seamlessly, each element modeled to reflect precise mechanical details with realistic metallic reflections and subtle variations in surface roughness.*
The glass panes exhibit exceptional clarity and smoothness, achieved through a highly polished, low-roughness surface that allows for accurate light transmission and reflection. The glass material includes a thin interlayer adhesive bonding the panes to the frame, simulated in the texture’s height and ambient occlusion maps to define the slight recesses and edges where glass meets metal. The glass itself is virtually free of impurities or grain, emphasizing a non-porous, flawless finish that contributes to the window’s modern appeal. This clarity is reflected in the BaseColor (albedo) channel by soft gradients of very light blues and subtle reflections, while the Normal and Height maps capture the gentle curvature and the subtle bevels around the glass edges and frame joints.*
In terms of PBR channel mapping, the BaseColor channel defines the cool metallic tones of the aluminum frame and the near-transparent glass coloration. The Metallic map highlights the aluminum components with values close to 1, contrasting with the non-metallic glass at 0. Roughness values are carefully balanced: the glass maintains a low roughness (~0.05–0.1) to simulate smooth transparency, while the metal frame exhibits a slightly higher roughness (~0.2–0.3) to reflect its brushed finish. The Ambient Occlusion map enhances the depth perception around hinges, locks, and frame intersections, accentuating the mechanical details. Height and Normal maps provide subtle relief for frame edges, window latch contours, and the smooth curvature of the glass panes, contributing to realistic parallax effects in 3D environments.*
This texture is optimized for seamless tiling at an 8k resolution, ensuring exceptional detail even in close-up renders. It is fully compatible and ready for use in Blender, Unreal Engine, and Unity, catering to high-fidelity architectural visualization, game assets, and real-time rendering scenarios. For practical application, it is recommended to adjust the UV scale carefully to maintain the correct proportions of window components without stretching. Additionally, fine-tuning the roughness channel can help achieve the desired balance between reflective highlights on the glass and the soft metallic sheen on the frame. Combining height map blending with normal maps can further enhance the perception of depth around the window’s mechanical parts, adding to the overall realism in various lighting conditions.
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.
