This photorealistic seamless 3D PBR texture at 8K resolution masterfully represents layered cirrus clouds with delicate, feathery streaks and soft-edged vapor patterns. The surface simulates an organic, airy composition reminiscent of high-altitude cirrus formations, where ultra-fine ice crystal fibers intertwine to create subtle cloud drift and wispy outlines. The base substrate can be envisioned as an ethereal polymer-like matrix, mimicking the translucent and lightweight nature of cirrus clouds, with gentle gradients of soft white and pale blue pigments contributing to a smooth, atmospheric color palette. The texture’s porous appearance and faint layering effects suggest natural weathering and diffusion, enhancing its realism and depth without harsh transitions or visible seams.
In terms of PBR channel mapping, the BaseColor (Albedo) channel captures the nuanced interplay of light and shadow across the cloud layers, using soft gradients and pale color tones to represent the delicate vapor formations. The Normal map emphasizes the subtle surface undulations and fine streaks that give the texture its feathery dimension, while the Roughness channel balances a mostly matte finish with soft highlights, simulating the diffused reflection of sunlight through thin cloud filaments. The Metallic channel remains minimal to maintain the organic, non-metallic nature of the surface, whereas the Ambient Occlusion map adds depth by darkening crevices and layered overlaps. Height and Displacement maps effectively convey the slight volume and elevation changes within the cloud streaks, enhancing realism when used with parallax or tessellation in rendering engines.
Designed for seamless tiling with neutral, balanced lighting, this 8K resolution texture is fully optimized and ready for integration in Blender, Unreal Engine, and Unity projects. Its high fidelity makes it ideal for atmospheric layering in 3D renderings, especially for creating realistic sky backgrounds, high-altitude cloudscapes, or cinematic visual effects where intricate cirrus cloud detail is essential. For practical use, adjusting the UV scale to a larger size helps maintain the fine detail of the feathery cloud streaks without pixelation, while tuning the roughness channel can control the softness and diffusive qualities of the cloud surface to match different lighting scenarios.
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.
