Seamless 8k PBR 3d texture of window grille on textured glass with window mullion and muntin details free download

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

Preview — Seamless 8k PBR 3d texture of window grille on textured glass with window mullion and muntin details

Texture Info

IDseamless-8k-pbr-3d-texture-of-window-grille-on-textured-glass-with-window-mullion-and-muntin-details
CategoryWindow
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR texture showcases a meticulously crafted window grille set against textured glass panes, segmented by detailed window mullions and muntins. The primary materials include a wrought iron or painted metal grille, characterized by slender bars forming a geometric lattice pattern, and textured glass with subtle undulations and imperfections that diffuse light realistically. The mullions and muntins are fashioned from painted or stained wood or metal, featuring carved or extruded profiles that separate the glass panes into smaller sections, enhancing architectural authenticity. The window sill, latch, handle, and lock components are modeled with metallic materials—likely aged brass or brushed steel—exhibiting varying degrees of weathering and oxidation, contributing to the overall realism of the assembly.

The underlying glass substrate is composed of a slightly frosted or patterned surface, created through a combination of transparent base layers with embedded micro-textures that simulate glass sandblasting or acid-etching. The binders in the glass channel are represented through the clear, refractive properties captured in the BaseColor and Opacity maps, while the Normal and Height maps define the fine surface undulations and the mullion reliefs. The metal grille and hardware materials incorporate a subtle roughness variation to reflect wear and exposure, with a predominantly non-metallic BaseColor for the painted or oxidized surfaces, and metallic maps highlighting the latch and handle elements. Ambient Occlusion maps deepen the crevices between mullions and grille bars, enhancing shadow detail, while Height or Displacement maps provide realistic depth to the mullion edges and textured glass surface, allowing for convincing parallax effects.

The texture’s surface finish ranges from slightly weathered painted metal to gently polished brass or steel hardware, with the glass exhibiting a matte, frosted finish rather than a glossy shine, adding to the diffuse light scattering effect. Colorants are subtle and naturalistic—off-white or muted cream tones for wooden mullions, dark gray or black for the metal grille, and soft amber or silver hues for the hardware. These carefully balanced pigments ensure the texture integrates seamlessly into a variety of architectural visualizations. The porosity and slight imperfections in paint and metal oxidation are captured in the Roughness channel, with higher roughness values on weathered surfaces and smoother values on polished metal components.

Designed at an 8k resolution, this texture is optimized for high-fidelity visualization in Blender, Unreal Engine, and Unity, allowing for close-up renders without loss of detail. The seamless tiling nature aids in creating expansive window surfaces without visible repetition. For practical use, it is recommended to adjust the UV scale to maintain the intricate grille patterns’ clarity and to fine-tune the Roughness map to balance between reflective and matte areas. Additionally, blending the Height map subtly with the Normal map enhances the perception of depth on the textured glass and mullion edges, improving realism in dynamic lighting conditions and parallax mapping setups.

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.