This seamless 3D texture showcases a photorealistic PBR 8K depiction of a dense stormy thundercloud volume, expertly crafted to capture the intricate composition and energy of turbulent skies. The base substrate visually resembles thick, organic vapor masses with high opacity and pronounced depth, simulating the natural layering and density variations of real thunderclouds during intense storm conditions. Within the material, subtle diffusion and micro-variations mimic the chaotic formation of cloud fibers and moisture-rich aggregates, enhancing realism and complexity. The surface finish is matte and soft, reflecting the diffuse scattering of light through dense water droplets and vapor, while the neutral flat lighting in the Albedo channel reveals fine cloud details without shadow interference, ideal for versatile lighting setups in dynamic weather simulations.
In terms of PBR channels, the BaseColor/Albedo map conveys the rich, dark gray to near-black pigmentations typical of storm clouds, with nuanced tonal shifts that emulate natural cloud density and moisture concentration. The Normal map emphasizes volumetric depth and turbulent air currents within the cloud masses, adding three-dimensional surface complexity without harsh edges. Roughness values are calibrated to represent the soft, diffused surface of vapor layers, avoiding any glossiness or metallic reflections, as thunderclouds are naturally non-metallic and non-reflective. The Metallic channel remains flat, consistent with the organic, non-metallic nature of clouds. Ambient Occlusion enhances subtle shadowing within cloud folds, accentuating volume and realism. Height and Displacement maps provide fine control over cloud volume and parallax effects, crucial for immersive sky rendering in modern 3D engines.
Rendered at an ultra-high 8K resolution, this texture is optimized for seamless tiling, ensuring continuous coverage with natural micro-variations that prevent visible repetition across large-scale environments. It is fully Unreal Engine, Blender, and Unity ready, offering artists and developers a reliable resource for creating dramatic skies and realistic weather phenomena. For practical application, adjusting UV scale can help balance detail density depending on scene size, while fine-tuning roughness values can simulate atmospheric moisture variation. Height map strength can be modulated to enhance parallax effects, adding physical depth to cloud formations without compromising performance.
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.
