This seamless 3D texture showcases photorealistic, high-resolution PBR 8K imagery of storm gray cumulonimbus clouds rendered as dense, silhouetted masses. The composition evokes the natural complexity of these towering storm clouds with pronounced depth and volume, achieved through subtle variations in density and opacity that simulate the intricate layering and turbulent atmosphere typical of severe weather conditions. The base substrate visually resembles organic vapor and moisture particles suspended in the air, with diffuse binders creating a soft yet structured cloud mass. Micro-variations in grain orientation and porosity enhance the realism, while the neutral, flat lighting retains essential albedo detail and highlights the cloud structure without introducing harsh shadows. The surface finish appears matte and slightly diffuse, mimicking the light-scattering properties of thick cloud formations, with no metallic or reflective attributes present.
In terms of PBR channels, the BaseColor/Albedo layer captures subtle gradients of storm gray hues from deep charcoal to lighter muted grays, emphasizing the silhouette effect. The Normal map adds fine volumetric texture and cloud eddies, giving a sense of three-dimensional depth and turbulence. Roughness is tuned to a high level, reflecting the matte, diffuse nature of storm clouds, while the Metallic map remains minimal to nonexistent, as expected for organic, non-metallic materials. Ambient Occlusion enhances the perceived density and shadowing within cloud clusters, deepening the stormy atmosphere. Height and Displacement maps provide realistic volumetric bumps and folds, contributing to the pronounced depth and dramatic visual impact when applied in 3D environments. This texture tiles seamlessly with natural micro-variations, ensuring smooth, continuous coverage free from visible repetition or seams.
Optimized for use in Blender, Unreal Engine, and Unity, this 8K resolution texture is ideal for creating dynamic sky backgrounds, stormy weather visualizations, and atmospheric effects in games, films, and VR experiences. To maximize realism, it is recommended to carefully adjust the UV scale based on scene requirements, scaling the texture to match the perceived cloud size and distance. Additionally, fine-tuning roughness can help blend the clouds more naturally with environmental lighting, while subtle height or parallax mapping adds convincing volumetric depth without excessive performance costs.
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.
