This seamless 3D PBR texture in stunning 8K resolution masterfully captures the billowy nature of altocumulus cloud clusters, designed to bring photorealistic volumetric cloud effects into any sky or environmental scene. The texture simulates a complex organic surface composed of richly textured cloud patches, where the underlying base substrate mimics a lightweight, fibrous organic matrix typical of condensed water vapor formations. This subtle fibrous structure is reflected in the Normal and Height channels, enhancing depth and volume to replicate the layered, drifting patterns characteristic of altocumulus clouds. The surface finish is soft and diffuse, with no metallic properties, resulting in a purely dielectric material appearance that corresponds to low metallic values and carefully calibrated roughness to emulate the scattering of daylight through cloud fibers and moisture droplets.
In terms of PBR channel composition, the BaseColor or Albedo map exhibits subtle variations in white and pale gray tones, representing the natural opacity and density fluctuations within the cloud clusters. The Roughness channel is finely tuned to balance soft shadows and highlights, capturing the gentle diffusion of light through dense cloud pockets without harsh reflections. Ambient Occlusion contributes to the perception of depth in overlapping cloud layers, while the Height or Displacement map adds realistic surface undulations that enhance volumetric cloud effects when applied in modern rendering engines. This texture’s seamless tiling capability and neutral lighting setup make it highly adaptable for daylight scenes, ensuring smooth transitions without visible seams and consistent illumination across cloud surfaces.
Optimized for use in Blender, Unreal Engine, and Unity, this altocumulus cloud clusters texture is Unreal Blender ready, supporting advanced shaders and physically accurate lighting workflows. Its 8K resolution ensures exceptional detail and clarity even on large-scale sky domes or close-up atmospheric simulations. For best results, it is recommended to adjust the UV scale moderately to maintain natural cloud proportions and fine-tune the roughness level to match specific environmental lighting conditions, enhancing realism without compromising performance. Additionally, leveraging the Height channel with parallax mapping can provide an immersive sense of cloud volume and depth, ideal for high-fidelity daylight skyscapes requiring subtle but convincing volumetric cloud effects.
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.
