Seamless 3d texture pbr 8k of layered altostratus cloud formation free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k of layered altostratus cloud formation

Texture Info

IDseamless-3d-texture-pbr-8k-of-layered-altostratus-cloud-formation
CategoryClouds
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture in exquisite 8K resolution presents a photorealistic PBR rendition of layered altostratus cloud formations, meticulously crafted to replicate the soft, horizontal banding and subtle atmospheric layering typical of these mid-level clouds. The material composition simulates an organic substrate resembling fine water vapor and aerosol particles suspended in the atmosphere, bound by diffuse light scattering and natural cloud diffusion effects. This layered structure is visually expressed through carefully designed micro-variations in density and opacity, mimicking the natural fibrous texture and smooth transitions found in altostratus clouds, without harsh shadows or abrupt edges. The surface finish is intentionally soft and matte, emphasizing a neutral, flat lighting environment that highlights the albedo and diffuse color channel without metallic or glossy reflections, perfect for realistic sky backgrounds and atmospheric simulations in 3D environments.

In terms of PBR channels, the BaseColor (Albedo) captures subtle gradients of white and light gray tones, replicating the natural pigment dispersion of cloud particles. The Normal map encodes gentle undulations and layering depth, enhancing the perception of volume and horizontal cloud bands. Roughness is tuned high to maintain a soft, diffuse reflection characteristic of cloud surfaces, while the Metallic channel remains null, reflecting the non-metallic nature of atmospheric phenomena. Ambient Occlusion subtly accentuates the depth between layers, adding realism to overlapping cloud formations. The Height/Displacement map provides fine surface relief detail, useful for parallax effects or volumetric layering in game engines or renderers. This texture is optimized for seamless tiling, ensuring continuous coverage without visible repetition or seams, ideal for large-scale sky domes or environmental backdrops.

Designed for compatibility and ease of integration, this altostratus cloud texture is fully Unreal Engine, Blender, and Unity ready, supporting high-fidelity rendering workflows. Its 8K resolution guarantees exceptional detail and clarity even in close-up views, making it suitable for cinematic skyboxes, architectural visualizations, and weather simulation projects. For practical usage, adjusting the UV scale allows fine control over the cloud layering density and pattern repetition, while tuning roughness can help simulate varying atmospheric moisture conditions. Utilizing the height map with parallax or displacement shaders further enhances the illusion of volumetric depth, enriching the overall atmospheric realism without heavy computational cost.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

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