Frosted Window Crystals is a meticulously crafted, seamless frosted window crystals texture tailored specifically for the snow-ice textures category. The base substrate simulates a translucent mineral-like ice formation, fused with subtle polymer binders that create a delicate, frosted layer reminiscent of frost-covered glass surfaces found in cold environments. Fine aggregates and oriented microstructures within the frost pattern contribute to a natural grain and slight porosity, reflecting the weathered, roughened finish typical of icy window surfaces. The coloration is a harmonious blend of near-transparent icy blues and soft pale whites, enhanced by thin oxide-like layers that provide subtle light diffusion and refraction effects, all clearly visible in the BaseColor (Albedo) channel.
This high-quality AI texture frosted window crystals asset captures intricate crystalline structures and diffuse opacity with exceptional precision, rendered at an impressive 8K resolution to ensure outstanding clarity and detail. The Normal and Height/Displacement maps reveal the fine crystalline relief and micro-roughness, giving the surface a tactile, three-dimensional quality that enhances realism in both close-up and expansive environmental renders. Ambient Occlusion subtly deepens shadowed crevices between the frost crystals, while the Roughness map balances a matte frostiness with occasional glossy highlights, reflecting the natural interplay of light on frosted glass. The Metallic channel remains minimal, accurately representing the non-metallic nature of this snow-ice surface.
Optimized for seamless application, this tileable frosted window crystals texture integrates smoothly into modern PBR workflows and is fully compatible with Blender, Unreal Engine, and Unity. The design eliminates visible seams or repetitive artifacts that commonly appear in auto-generated snow-ice textures, ensuring visual stability and immersion in real-time scenes and cinematic renders alike. For optimal results, it is recommended to carefully adjust the UV scale to maintain the natural size and sharpness of the intricate frost details across various surface dimensions. Additionally, fine-tuning the roughness and normal map intensity can help adapt the texture’s reflectivity and depth to specific lighting conditions, enhancing the visual fidelity of icy window or frost-covered glass materials in your projects.
By incorporating this seamless frosted window crystals texture into your material library, you gain a versatile, high-resolution asset that elevates the authenticity and visual quality of snow-ice themed surfaces. Its meticulously designed microstructure and surface finish contribute to realistic light scattering and refraction effects, while comprehensive 3D preview support allows you to confidently preview and integrate the texture into various workflows. This ensures predictable, repeatable results when crafting immersive winter environments, architectural visualizations, or detailed material studies featuring frost and ice on glass surfaces.
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.
