Seamless 8k PBR 3d texture of window condensation drops on textured glass with subtle window frost free download

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

Preview — Seamless 8k PBR 3d texture of window condensation drops on textured glass with subtle window frost

Texture Info

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

This seamless 8K PBR texture captures the complex interplay of window condensation drops resting on textured glass, subtly overlaid with delicate window frost patterns. The base material is a tempered glass pane featuring a finely textured geometric pattern that diffuses light and enhances visual depth. The glass substrate exhibits low porosity, with a slightly roughened surface finish that simulates microscopic irregularities and frost etching formed by cold air exposure. The condensation droplets are rendered as semi-translucent, spherical beads of moisture adhering naturally to the uneven glass surface, while the frost manifests as intricate crystalline formations, reminiscent of dendritic ice growth, adding a layer of organic complexity to the otherwise geometric substrate.

Structurally, the texture’s composition mimics a layered assembly: the glass acts as the core substrate, typically composed of silica with polymer interlayers providing strength and adhesion. The frost pattern suggests a microcrystalline ice formation bonded loosely on the glass surface, while the condensation droplets simulate liquid water with varying thickness and refraction indexes. Colorants are minimal, relying on subtle variations in light scattering and translucency rather than pigmentation, producing a predominantly neutral, cool-toned palette that emphasizes realism. The window sill, latch, and handle elements are modeled with metallic and painted wood finishes, featuring fine grain and slight wear indicative of weathering, enhancing authenticity.

In terms of PBR channel allocation, the BaseColor (Albedo) map emphasizes the slight opalescence of frosted glass and the natural discoloration of moisture; the Normal map encodes the tactile variations of the textured glass and droplet relief; Roughness highlights the contrast between smooth wet droplets and the matte frost; Metallic defines the hardware components with realistic metal reflections; Ambient Occlusion enhances shadowing around the droplets and hardware recesses; and the Height/Displacement map provides subtle depth variations for pronounced frost edges and droplet bulges. This detailed channel separation supports high-fidelity rendering in Blender, Unreal Engine, and Unity, ensuring physically accurate light interaction and material response.

When applying this texture, it is advisable to adjust the UV scale carefully to maintain droplet and frost pattern proportions that correspond realistically to the scene's window dimensions. Additionally, fine-tuning the roughness values can help balance the wetness effect of condensation with the diffuse matte quality of frost. For enhanced realism, blending height or parallax maps with normal maps can simulate the micro-relief of water droplets and frost crystals, providing convincing tactile depth under varied 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)

  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.