This seamless 8K PBR 3D texture depicts a stained glass window composed of vibrant, colored decorative glass panels intricately arranged within a geometric grid formed by window mullions and muntins. The primary material is hand-blown stained glass, characterized by its translucent silica-based substrate enriched with mineral colorants such as cobalt, chromium, and gold oxides to create deep blues, greens, reds, and ambers. These colored glass pieces are held together by lead cames, which form the window grille, providing structural support and contributing a dark metallic contrast. The mullions and muntins, typically crafted from painted or oxidized metal or wood, frame each glass panel, adding a layered architectural detail that enhances depth and shadowing in the texture.
From a material composition standpoint, the stained glass exhibits a smooth, polished surface finish with subtle irregularities and slight waviness typical of traditional glassmaking techniques. The lead cames and window grille have a matte to semi-gloss finish with slight roughness and weathering effects, indicative of oxidation and aging. The window sill, visible at the base, is generally rendered as a solid stone or wood substrate, featuring a slightly rough, brushed texture with natural grain patterns and minor wear. The window curtain, if present, is represented with soft fabric folds and fine weave details, adding a complementary textile element to the otherwise rigid glass and metal form.
In PBR terms, the BaseColor (Albedo) channel captures the vivid pigmentation of the stained glass and the muted tones of the metal and wood components without baked-in lighting, ensuring versatility under various lighting conditions. The Normal map faithfully reproduces the subtle undulations of the glass surface and the raised edges of the lead cames and window frame, enhancing the 3D relief. Roughness maps differentiate between the glossy glass panels and the more matte or weathered metal and wooden parts. Metallic channels highlight the lead cames and metal mullions, while non-metallic areas like glass and wood remain at zero metallic. Ambient Occlusion adds shadow depth around the grille intersections and window trims. Height and displacement maps define the thickness of glass panes, the raised lead strips, and the carved window sill details, enabling realistic parallax and depth effects.
Thanks to its seamless tiling and ultra-high 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, supporting detailed close-ups and large-scale architectural scenes. For practical application, it is recommended to carefully adjust the UV scale to maintain the proportional size of the stained glass panels relative to the model, ensuring that the intricate patterns do not become distorted. Additionally, tuning the roughness map can help simulate varying weathering levels, from freshly restored glass to aged, matte finishes. Blending height and normal maps subtly can further enhance the perceived depth of the lead cames and window mullions without exaggerating geometric displacement, maintaining performance while maximizing visual fidelity.
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.
