This seamless 3d texture presents a photorealistic PBR 8k resolution depiction of billowy altocumulus cloud clusters, expertly crafted to capture the delicate composition and natural fluffiness of these atmospheric formations. The base substrate mimics the organic layering of water vapor and condensed moisture particles that define altocumulus clouds, with soft, rounded cell groups that showcase a realistic volume and depth. In PBR channels, the BaseColor/Albedo highlights subtle variations in lightness and color, reflecting the neutral, soft white-grey tones typical of cloud fluff, while Normal and Height maps create a finely detailed surface topology that emphasizes the billowy layering and natural edges without harsh shadows. The Roughness channel balances softness with slight micro-textural variation, ensuring a natural diffuse reflection that enhances realism without glossiness, while Metallic remains at zero, consistent with the non-metallic, organic nature of clouds. Ambient Occlusion subtly deepens the crevices between cloud cells, lending additional visual complexity and dimensionality to large-scale sky environments.
Designed for seamless tiling, this 8k altocumulus texture integrates natural micro-variations that prevent repetitive patterns, making it ideal for expansive digital skies and atmospheric scenes in Blender, Unreal Engine, and Unity. Its neutral, flat lighting setup is optimized to showcase albedo detail clearly, providing a clean, shadow-free base that can be easily customized with scene lighting. The surface finish simulates the soft, diffuse quality of cloud edges, avoiding overly sharp transitions and maintaining a gentle, billowy appearance. The texture’s high resolution preserves intricate details even at close camera distances, supporting photorealistic renders and real-time applications alike.
For practical use, it is recommended to adjust the UV scale thoughtfully to maintain the balance between visible detail and seamless cloud coverage, especially in large environments. Fine-tuning the Roughness channel can help achieve the desired atmospheric softness or add subtle weathering effects to simulate varying atmospheric conditions. This PBR altocumulus texture’s comprehensive channel setup and ultra-high resolution make it a robust and versatile choice for artists and developers seeking to create convincing, dynamic sky visuals with natural cloud formations and volumetric depth.
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.
