This seamless 8K PBR texture depicts a smooth, clear glass window surface featuring the delicate shadow of a window frame cast upon it. The base material is high-grade, ultra-clear glass characterized by its low opacity and high transmissivity. The substrate is a homogenous silica-based glass panel, exhibiting minimal inclusions or impurities to maintain optical clarity. Its polished surface finish ensures subtle reflections and highlights that respond naturally to environmental lighting, accurately represented in the BaseColor and Roughness maps. The texture incorporates fine details such as the window sill, latch, handle, and lock, which are crafted from painted metal and wood composites. These structural elements introduce secondary materials with varying metallic and roughness properties, enhancing realism through their distinct surface treatments and intricate geometry.
From a geometric perspective, the texture presents a flat, smooth glass plane interrupted by the complex interplay of soft shadows cast from the window frame. This shadowing creates a nuanced pattern of light and dark areas without altering the glass surface's fundamental smoothness. The Normal map captures subtle microvariations and edge details of the latch and handle, providing tactile depth, while the Height map enables gentle displacement effects for enhanced surface dimensionality. The Metallic channel distinguishes between the non-metallic glass pane and the metallic hardware components, while the Ambient Occlusion map accentuates crevices around the window lock and handle for realistic shadowing and depth perception.
Coloration is minimal and naturalistic, with the glass rendered in transparent shades of light blue-gray and subtle greenish tinting typical of clear soda-lime glass. The window sill and hardware introduce muted earth tones and metallic grays, contributing to architectural authenticity. The texture exhibits very low porosity and no weathering effects, emphasizing a pristine, well-maintained window surface suitable for interior or exterior applications. The surface finish combines polished glass reflections with soft shadow gradients, balancing specularity and diffuse light interaction, crucial for photorealistic rendering in physically based rendering workflows.
This texture is optimized at 8K resolution to preserve fine details and ensure crisp, realistic results even at close camera angles. It is fully compatible with Blender, Unreal Engine, and Unity, supporting seamless tiling and PBR workflows. For practical use, it is recommended to carefully adjust the UV scale to match the architectural proportions of the modeled window, and to fine-tune roughness values to balance reflections according to lighting conditions. Blending height and normal maps subtly can further enhance the perception of depth around hardware components without compromising the smoothness of the glass pane.
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.
