Skate Rink Ice Fine Scratches free download

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

Preview — Skate Rink Ice Fine Scratches

Texture Info

IDskate-rink-ice-fine-scratches
CategorySnow-ice
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

The skate rink ice fine scratches texture is an expertly crafted, AI-generated seamless material designed to realistically simulate the intricate surface characteristics of a frozen skate rink. This tileable skate rink ice fine scratches texture portrays a compacted water ice base substrate infused with subtle mineral impurities, lending the surface a naturally translucent yet slightly opaque appearance. The fine scratches are delicate micro-abrasions formed by skate blades, creating a complex network of linear marks that add depth and authenticity to the ice. The surface finish balances a polished, glossy look with weathered rough patches where scratches disrupt the smoothness, reflecting the physical wear typical of real rink ice. These nuanced characteristics are embedded across the texture’s physical-based rendering (PBR) channels to enhance realism and maintain consistent detail in diverse 3D lighting conditions and workflows.

With resolution maps up to 8K, this ai texture skate rink ice fine scratches set includes all essential PBR channels for highly accurate rendering. The BaseColor/Albedo map captures the cool bluish-white tint of the ice, enriched by subtle color variations from trapped air bubbles and mineral impurities. The Normal map encodes the microtopography of fine scratches and gentle surface undulations, improving light interaction and shadowing effects. Roughness defines the contrast between the smooth, reflective ice areas and the matte, scratch-lined regions that scatter light unevenly. Metallic values remain near zero, consistent with the non-metallic nature of frozen water ice. Ambient Occlusion adds depth by simulating shadows in crevices between scratches and surface irregularities, while Height/Displacement maps provide delicate surface relief to enhance tactile realism during close-up views and dynamic lighting scenarios. This seamless skate rink ice fine scratches texture tiles flawlessly, making it ideal for covering large rink surfaces without visible repetition.

Perfectly suited for snow-ice textures in architectural visualization, game environments, and product mockups, this texture integrates smoothly with industry-standard 3D engines such as Blender, Unreal Engine, and Unity. It supports real-time 3D preview workflows, allowing artists to efficiently evaluate material behavior under varying lighting and camera angles. The AI-generated detail preserves micro and structural features consistently, ensuring authentic scratch patterns and surface characteristics throughout your scenes. For best results, adjusting the UV scale is recommended to maintain the physical scale of fine scratches relative to the scene, preventing distortion or loss of detail. Additionally, fine-tuning the roughness map can help tailor the ice’s reflective properties to specific lighting setups, enhancing overall depth and realism in your renders.

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.