This seamless 3D texture presents a photorealistic PBR 8K depiction of wispy cirrus cloud streaks, meticulously crafted to replicate the delicate and ethereal nature of high-altitude cirrus formations. The base substrate of this texture simulates the organic, fibrous composition of cirrus clouds, resembling fine mineral-like filaments suspended in the atmosphere. These filaments are softly blended with translucent, nearly weightless binders that mimic the thin ice crystal structures characteristic of cirrus clouds. The texture’s surface finish is smooth yet subtly varied, incorporating natural micro-variations and fine tendrils that create dynamic streak patterns without noticeable repetition. This intricate layering results in a realistic portrayal of cloud softness and airy diffusion, enhanced by neutral, flat lighting that highlights the natural albedo and translucency variations inherent to cirrus clouds.
Within the PBR channels, this texture fully leverages its high-resolution detail to enhance realism across 3D applications. The BaseColor/Albedo channel captures the soft whites and faint grays of cirrus cloud streaks with precise gradation, while the Normal map reproduces the subtle undulations and delicate filament orientation that give depth and volume to the cloud formations. Roughness is finely tuned to reflect the soft, matte surface of cirrus clouds, avoiding harsh glossiness but allowing gentle light scattering. The Metallic channel remains neutral, as clouds lack metallic properties, while Ambient Occlusion adds realistic shading to the cloud tendrils, emphasizing their layered complexity. The Height/Displacement map subtly simulates the airy volume and soft edges of the cloud streaks, enhancing parallax effects for immersive large-scale sky environments.
Designed for seamless tiling, this 8K resolution texture ensures continuous, natural cloud coverage ideal for expansive sky backgrounds and atmospheric effects in 3D scenes. It is fully optimized and Unreal, Blender, and Unity ready, providing artists and developers with a versatile material that integrates smoothly into their workflows. For practical use, adjusting the UV scale to slightly enlarge the texture can emphasize the intricate filament detail, while fine-tuning the roughness parameter helps balance between softness and clarity depending on lighting conditions and scene requirements.
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.
