Seamless 3d texture pbr 8k of layered twilight purple cloud bands free download

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

Preview — Seamless 3d texture pbr 8k of layered twilight purple cloud bands

Texture Info

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

This seamless 3d texture showcases an exquisite photorealistic representation of layered twilight purple cloud bands rendered in ultra-high 8k resolution, optimized for physically based rendering (PBR) workflows. The material composition simulates a complex atmospheric substrate, reminiscent of fine particulate organic and mineral aerosols suspended in the sky during dusk. The diffuse cloud layers appear as semi-translucent bands with subtle horizontal stratification, created by varying densities of microscopic water droplets and ambient haze. These organic layers are bound by natural diffusion gradients, producing soft, feathered edges and a delicate interplay of light and shadow that enhances depth perception. The base color palette relies on twilight purple pigments, blending violet and mauve oxide layers that evoke the serene transition between day and night. This diffuse coloration is faithfully captured in the BaseColor (Albedo) channel, delivering rich, moody hues without shadow contamination thanks to neutral, flat lighting conditions.

The texture’s surface finish mimics the natural translucency and soft diffusion of clouds, reflected in the Roughness and Normal maps, which define subtle volumetric undulations and micro-variations across the horizontal bands. These variations prevent repetitive tiling artifacts and enhance the perception of atmospheric depth. The Normal channel simulates gentle surface undulations and cloud fluffiness, while the Roughness map controls the scattering of light to maintain a soft, matte appearance without specular highlights or metallic reflections—hence the Metallic channel remains flat. Ambient Occlusion subtly enhances crevices and denser cloud formations, adding realism to the layered structure. The Height (Displacement) map is calibrated to create gentle parallax effects, simulating the volumetric layering of clouds when applied in 3D engines.

Engineered for seamless tiling and natural micro-variation, this 3d texture is fully compatible with Blender, Unreal Engine, and Unity, ideally suited for dusk sky backgrounds, atmospheric environment scenes, and cinematic visualizations requiring a moody, serene ambiance. For optimal results, it is recommended to adjust the UV scale to emphasize the horizontal layering and tune the roughness parameter slightly higher to maintain the soft, diffuse cloud appearance under dynamic lighting conditions. This ensures the texture remains visually compelling across multiple viewing angles and lighting setups, making it a versatile asset for creating immersive twilight sky environments in real-time and offline rendering workflows.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.