This seamless 3D texture presents a high-quality, photorealistic frosted glass surface rendered at an impressive 8K resolution, designed for physically based rendering (PBR) workflows. The base substrate emulates a clear glass material with subtle smoky undertones, mimicking the semi-opaque appearance of actual frosted glass created through acid etching or sandblasting techniques. Fine surface irregularities and delicate micro-roughness are conveyed through carefully crafted normal and roughness maps, which simulate the diffusion and scattering of light across the slightly blurred, translucent surface. The texture’s polymer-like surface finish appears matte with a soft haze, enhancing the sense of depth and natural translucency without reflective glare or sharp highlights commonly seen on polished glass. Oxide-based colorants and microscopic inclusions subtly tint the base color, contributing to the realistic smoked glass effect without overpowering the material’s transparency.
In PBR channels, the BaseColor (Albedo) reflects soft, muted tones typical of frosted and smoked glass, avoiding pure white to maintain authenticity. The Normal map captures the intricate grain orientation and porous texture that diffuses light softly, while the Roughness map defines the semi-opaque finish, balancing between gloss and matte to achieve the characteristic blurred look. The Metallic channel remains near zero, consistent with non-metallic glass materials, and the Ambient Occlusion enhances depth in crevices and surface micro-variations. Subtle height/displacement data adds perceptible depth to the surface, simulating the uneven frosting without harsh edges, which improves realism especially when combined with parallax mapping or tessellation in rendering engines.
Engineered for seamless tiling, this texture ensures flawless repetition across large surfaces without visible seams or breaks, making it ideal for architectural visualization, product rendering, and other design projects requiring realistic translucent glass materials. Its 8K resolution guarantees exceptional detail for close-up renders and high-end visualizations. Fully compatible and optimized for popular 3D software such as Blender, Unreal Engine, and Unity, this texture integrates effortlessly into PBR pipelines. For optimal results in your projects, consider adjusting the UV scale to match the physical size of the glass element and fine-tuning the roughness parameter to control the balance between clarity and diffusion depending on environmental lighting and desired translucency.
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.
