This seamless 3D texture in stunning 8K resolution masterfully replicates the intricate surface of scratched and frosted glass, combining photorealistic imperfections with subtle paint and smudge effects. The base material mimics a high-quality glass substrate exhibiting natural wear, where fine scratches and delicate water stains add depth and authenticity. The frosted areas showcase a soft, diffuse finish that simulates light scattering through micro-etched mineral layers, while gentle chalk paint accents contribute a nuanced tactile feel reminiscent of aged or weathered glass surfaces. This texture’s composition balances transparency and translucency, integrating slight surface porosity and irregularities that enhance realism without compromising clarity or surface smoothness.
From a materials perspective, the texture’s PBR channels are thoughtfully mapped to reflect its complex structure: the BaseColor/Albedo channel captures the subtle shifts in color and opacity caused by translucent frosting and smudged paint layers. The Normal map emphasizes the fine grain orientation of scratches and gentle surface undulations, while the Roughness channel varies smoothly between polished glass areas and rougher, weathered patches. The Metallic channel remains low to emulate the non-metallic nature of glass, but ambient occlusion subtly enhances crevices around scratches and paint edges to heighten depth perception. Height and Displacement maps further define the fragile surface topology, enabling realistic parallax effects that respond dynamically to lighting and viewing angles.
Designed for unrestricted application, this texture tiles flawlessly across large surfaces, making it ideal for architectural visualization projects, product design renderings, and game assets that require believable transparent and translucent materials with nuanced wear effects. Its high fidelity and seamless nature ensure compatibility with popular 3D software and engines such as Blender, Unreal Engine, and Unity, supporting workflows that demand crisp detail and accurate material response at ultra-high resolutions.
For optimal results, adjust the UV scale to maintain the natural density of scratches and frost without repetition artifacts, and fine-tune the Roughness parameter to balance glossiness and haze depending on lighting conditions or stylistic needs. This texture serves as a versatile and realistic solution for any project aiming to recreate scratched and frosted glass surfaces with subtle paint and smudge details in photorealistic PBR shading workflows.
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.
