This seamless 8K resolution 3D texture presents a photorealistic diffuse cirrostratus cloud veil, characterized by soft-edged, gentle vapor streaks and subtle drift patterns that emulate the ethereal nature of high-altitude cloud formations. The composition simulates a delicate atmospheric layer where fine cloud fibers and translucent wisps merge into a smooth sky gradient, capturing the natural translucency and diffuse light scattering typical of cirrostratus clouds. The base substrate is effectively represented as a lightweight organic matrix, mimicking the airy, fibrous structure of cloud particles suspended in the atmosphere. This soft, vaporous surface finish is free from harsh shadows or highlights, emphasizing a neutral and evenly lit environment that enhances its seamless tiling capabilities.
In PBR terms, the BaseColor/Albedo channel reflects the subtle, pale white and gray pigments reminiscent of cirrostratus cloud veils, maintaining a natural, muted color palette without oversaturation. The Normal map gently encodes the fine grain and streak orientation of the cloud fibers, adding a tactile softness without sharp relief. Roughness is tuned to a medium-high level, simulating the diffuse scattering of light by the semi-translucent vapor, while the Metallic channel remains at zero, as the material is purely non-metallic. Ambient Occlusion subtly enhances the perception of depth within the layered vapor, and the Height/Displacement map introduces minimal elevation shifts that simulate slight cloud density variations and volume. This balanced channel setup makes the texture ideal for realistic atmospheric layering and volumetric cloud formation simulations in 3D renders.
Designed for seamless tiling and neutral lighting conditions, this diffuse cirrostratus 3D texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring high fidelity in real-time and offline rendering pipelines. The 8K resolution guarantees exceptional detail even on large-scale skyboxes or close-up camera angles. For practical application, adjusting the UV scale to larger values enhances the natural spread of the cloud veil, while fine-tuning roughness can help achieve the desired softness or subtle glossiness depending on the scene’s lighting environment. This texture is particularly effective for creating realistic, high-altitude cloud layers that convey the delicate and airy qualities of cirrostratus clouds drifting softly across the sky.
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.
