PBR channels
Use Base Color, Normal, Roughness, Height, and Ambient Occlusion as water surface or wave utility maps; Metalness is not used.
Water pattern
Directional seamless wave normal source for game water and shader graph distortion.

Maps: Base Color · Normal · Height · Roughness · AO
Formats: PNG 1024x1024 · Raw ZIP · Unreal ORM ZIP · Unity Mask ZIP · MaterialX · glTF — up to 4096x4096 in Studio
ZIP contains all raw PBR maps at 1024x1024. Unreal and Unity ZIPs add packed engine masks; use Studio for higher resolution or custom parameters.
Use Base Color, Normal, Roughness, Height, and Ambient Occlusion as water surface or wave utility maps; Metalness is not used.
Treat one tile as a repeatable water patch; tune UV speed and scale in the shader so ripples or ocean waves match the scene size.
Use normal and height maps in Blender, Unreal, Unity, or WebGL water shaders, and keep roughness/AO as linear data if used.
The export is a tileable water map set, not a full water simulation; flow, refraction, foam motion, and shoreline behavior stay in your shader.
Open this material in the matching online texture generator from the texture page.
Adjust scale, colors, structure, and surface wear until the material fits your scene.
Set a new seed to generate unlimited seamless variations of the same texture.
Export base color, normal, roughness, height, and ambient occlusion maps as PNG, ZIP, MaterialX, or glTF.
Yes. Every texture is generated in your browser and free to export for commercial and personal projects.
Yes. The procedural patterns tile seamlessly so they repeat without visible seams on large surfaces.
You can export base color, normal, roughness, height, and ambient occlusion maps for your engine of choice.