This seamless 3D texture presents an ultra-high-definition 8K resolution portrayal of a dense nimbostratus cloud layer, meticulously rendered using physically based rendering (PBR) techniques. The material composition simulates the organic nature of thick atmospheric moisture, with a volumetric cloud substrate that mimics the diffuse, soft fiber-like structure of water vapor aggregates suspended in the sky. The texture’s base substrate is effectively an ethereal polymer-like medium with subtle translucency, bound together by ambient atmospheric conditions that create a continuous, heavy overcast visual. Its surface finish is matte and diffused, capturing the natural scattering and absorption of light typical of rain-laden nimbostratus clouds, with no reflective metallic or glossy elements, emphasizing a soft, non-metallic appearance.
Within the PBR texture channels, the BaseColor (Albedo) map provides a neutral, muted gray palette that reflects the heavy, uniform cloud cover, carefully balanced to avoid shadows and enhance the flat lighting effect common in overcast skies. The Normal map encodes subtle volumetric undulations and gentle turbulence in the cloud mass, creating realistic depth and continuous surface variations without visible seams. Roughness is consistently high to maintain the diffuse look, preventing any artificial shine or glossiness, while the Metallic channel is intentionally set to zero, reinforcing the non-metallic, organic nature of the cloud layer. Ambient Occlusion subtly enhances the perceived density and volume by simulating soft shadowing around cloud contours. Height and Displacement maps add fine-scale variation to the cloud thickness, providing depth cues that enhance realism in 3D environments.
Rendered with photorealistic quality at 8K resolution, this texture is optimized and ready for seamless integration into Blender, Unreal Engine, and Unity projects, making it ideal for creating realistic stormy or overcast sky backgrounds. The natural, continuous cloud surface with smooth transitions between areas ensures there are no distracting seams, perfect for large-scale scene coverage. To maximize visual fidelity, it is recommended to adjust the UV scale to preserve the fine volumetric details and fine-tune roughness values slightly lower in localized areas to simulate subtle moisture variations or light diffusion effects, enhancing realism especially in dynamic lighting setups.
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.
