This seamless 8k PBR 3D texture depicts a meticulously crafted sliding window featuring clear, smooth glass panes set within a sturdy frame. The primary materials consist of tempered glass for the sliding panels, characterized by a polished and highly transparent surface with minimal roughness to simulate realistic light transmission and subtle reflections. The glass exhibits a low roughness value in the PBR roughness map, producing a sleek and smooth finish, while the normal map captures delicate surface imperfections and slight curvature to enhance realism without compromising clarity.
The window frame and sill are modeled with a refined aluminum or powder-coated metal base, providing structural support to the sliding mechanism. This metal surface is treated with a subtle brushed finish, visible in the normal and roughness maps, conveying a slight anisotropic texture typical of modern window frames. The metallic areas are encoded with high values in the metallic channel, while the base color features neutral grays with slight color variation to mimic real-life anodized aluminum. Ambient occlusion maps enrich crevices around hinges, latches, and locks, emphasizing depth and mechanical complexity.
Additional functional elements such as the window latch, handle, lock, and hinges are integrated seamlessly into the texture, each modeled with precise geometric detail and corresponding PBR attributes. These components share the same metal substrate but exhibit varied surface finishes ranging from polished chrome to matte black coatings, differentiated through the base color and roughness channels. The displacement map subtly enhances the raised details of these elements, while the normal map ensures crisp edge definition essential for close-up renders.
The overall geometric form follows a modular, rectangular sliding window pattern with clean lines and smooth transitions between glass and frame. The texture’s low porosity and minimal weathering effects imply a well-maintained exterior, suitable for contemporary architectural visualizations. The height map gently defines the window sill’s edge and the depth of the sliding tracks, adding dimensionality without harsh contrasts. This texture is fully optimized for use in Blender, Unreal Engine, and Unity, offering 8k resolution for ultra-high detail rendering and seamless tiling for scalable environments.
For practical application, it is recommended to carefully adjust the UV scale to maintain the perceived size of window components within your scene, avoiding distortion of fine details such as the latch and handle. Additionally, fine-tuning the roughness channel can help balance the reflectivity of the glass and frame under varying lighting conditions, while blending normal and height maps enhances the tactile realism of metal fixtures without excessive 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.
