This seamless 3D texture showcases an 8K resolution photorealistic representation of a frosted icy glazed translucent surface, reminiscent of cold winter glass. The underlying material simulates a mineral glass substrate with a finely balanced composition of silica-based binders and subtle chalky aggregates that create a delicate powdery effect across the surface. The texture’s finish combines smooth polished regions with matte flat areas, producing a natural frosted glass appearance where light softly diffuses through the translucent layers. Fine snow-like crystalline deposits and faint ice crystals are implied through subtle variations in roughness and micro-surface details, evoking realistic frozen conditions. The material’s porosity is low yet visually textured, mimicking a weathered icy glaze that feels tactile yet smooth to the touch.
In PBR terms, the BaseColor (Albedo) channel captures the soft, muted translucency with delicate gradients of frosted white and pale bluish hues, enhancing the cold aesthetic. The Normal map encodes fine surface irregularities such as gentle bumps and powdery snow textures, lending depth and realism to the otherwise smooth glass foundation. Roughness values vary across the texture, with polished glossy patches contrasting against chalky matte zones, supporting dynamic light reflections. The Metallic channel remains minimal, reflecting the glassy non-metallic nature of the surface, while Ambient Occlusion subtly enhances crevices and frosted edges. Height or Displacement maps define the subtle elevation changes of ice crystallization and glazed layering, which can be fine-tuned for parallax effects.
Designed for seamless tiling, this texture ensures a continuous natural appearance without any visible repetition or seams, ideal for large-scale architectural visualizations or environmental winter scenes. Its 8K resolution preserves high detail even on close-up renders, making it fully compatible and Unreal Engine, Blender, and Unity ready for physically based rendering workflows. For optimal results, adjusting the UV scale to maintain the delicate powdery detail and fine-tuning the roughness slider can help achieve the perfect balance between frosted translucency and glazed smoothness, enhancing realism in both interior and exterior winter-themed materials.
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.
