The Glacier Ice Blue Inclusions texture is a meticulously crafted, seamless tileable material designed to replicate the intricate composition of natural glacier ice within the snow-ice category. At its core, this high-quality texture simulates an organic mineral substrate formed by compacted ice crystals interspersed with subtle blue inclusions—tiny mineral or air pockets that introduce depth and visual complexity to the surface. The texture’s finish is polished yet slightly frosted, accurately reflecting the natural weathering and light scattering effects found in glacier ice formations. Its color palette primarily features translucent blues and whites, enhanced by thin oxide layers and suspended impurities that give rise to the distinctive icy blue hues. Fine grain orientation and microfractures are carefully represented to convey the natural anisotropy and porosity of the ice, providing a realistic tactile impression when applied across large surfaces.
Supporting a comprehensive Physically Based Rendering (PBR) workflow, this texture includes a full suite of maps: BaseColor/Albedo, Normal, Roughness, Metallic, Ambient Occlusion, and Height/Displacement. The BaseColor map captures the subtle gradations of blue inclusions embedded within the translucent ice matrix, while the Normal map defines the intricate surface microrelief and naturally occurring fractures that break up uniformity. The Roughness channel allows precise control over the surface glossiness, enabling the realistic representation of both smooth, glassy ice patches and frosted, weathered areas. The Metallic map remains minimal, reflecting the non-metallic nature of glacier ice, while Ambient Occlusion adds shadow depth around the inclusions and crevices. Height and Displacement maps provide accurate surface elevation data to simulate natural undulations and subtle relief, enhancing dimensionality and realism in any 3D environment.
Available in resolutions up to an impressive 8K, this seamless glacier ice blue inclusions texture ensures exceptional clarity and detail, making it ideal for photorealistic architectural visualization, immersive game environments, detailed product mockups, and sophisticated interior staging. Its tileable nature allows it to scale seamlessly across large surfaces without visible repetition, preserving the organic feel of natural ice formations. Fully compatible with popular 3D software such as Blender, Unreal Engine, and Unity, it integrates effortlessly into existing workflows to help artists and developers achieve consistent, high-quality results. For optimal application, maintaining a uniform UV scale is recommended to prevent texture stretching and preserve the natural pattern integrity. Additionally, fine-tuning the Roughness map can enhance the realistic reflective properties of glacier ice, offering flexibility between a glossy, wet-ice appearance or a matte, frost-covered finish tailored to specific scene requirements.
The tileable glacier ice blue inclusions texture features detailed snow-ice textures with an AI-generated glacier ice blue inclusions pattern, providing a realistic PBR appearance visible in the 3D preview.
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.
