This seamless 3D texture in pristine 8K resolution presents an icy crust surface characterized by crystalline ice and distinctive frozen methane layers. The base substrate mimics a compacted, mineral-rich frozen terrain where translucent, volatile ice formations rest atop a slightly porous matrix. Subtle variations in grain orientation and layering simulate natural weathering and frost accumulation typical of polar caps on cold planetary bodies or icy moons. The surface finish reflects a semi-polished, almost glassy appearance with occasional matte patches where methane deposits accumulate, creating a balanced interplay between reflective crystalline ice and opaque frozen hydrocarbons. Pigments and oxide layers subtly color the albedo, evoking faint blue and white hues interspersed with pale amber tones from methane, enhancing realism and depth.
In the PBR workflow, the BaseColor (Albedo) channel captures the delicate tonal shifts between ice and methane deposits without shadows or distortion, ensuring a flat, accurate color map. The Normal map emphasizes fine crystalline structures and layered frost textures, providing detailed surface relief and complexity. Roughness varies across the texture, with smoother, translucent ice areas contrasted by rougher, more diffuse methane patches, enhancing material authenticity. The Metallic channel remains minimal, reflecting the non-metallic natural composition of frozen planetary crusts. Ambient Occlusion subtly darkens crevices between ice crystals and depressions in methane layers, adding depth and realism. The Height/Displacement map accurately represents layered stratification and surface undulations, ideal for parallax or tessellation effects.
Designed for seamless tiling, this texture is fully optimized for high-fidelity applications in Blender, Unreal Engine, and Unity, making it an excellent choice for realistic rendering of cold planetary surfaces, moons with subsurface oceans, or extraterrestrial methane lakes. For optimal results, it is recommended to carefully adjust UV scaling to match the intended scene scale and to fine-tune roughness values to balance glossy ice reflections with the matte finish of frozen methane deposits. This ensures a visually compelling and physically plausible material that enhances the immersive quality of any cold environment visualization.
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.
