This seamless 8K 3D PBR texture captures the intricate composition of a stormy cumulonimbus thunderhead cloud mass with exceptional photorealism. The base substrate simulates the complex organic structure of dense water vapor and ice crystals suspended in turbulent atmospheric layers, exhibiting varied porosity and subtle density gradients that define the cloud’s voluminous form. Fine fibrous and granular details mimic the microscopic ice and water particle aggregates, while diffuse scattering and soft shadowing replicate the natural interplay of light within the cloud’s mass. The surface finish is matte and diffused, reflecting the non-metallic, vaporous nature of storm clouds, with colorants ranging from deep grays to muted whites, enhanced by subtle blue and violet oxide-like hues that evoke the storm’s shadowed contours and dynamic vortex formations.
In PBR channels, the BaseColor (Albedo) conveys the cloud’s nuanced grayscale palette with soft tonal shifts between lighter and darker areas, emphasizing volumetric depth and turbulent density. The Normal map enhances the three-dimensional texture by simulating the swirling vortex and billowing cloud surfaces, while the Roughness channel remains high and varied to reflect the diffuse, non-reflective qualities of condensed water droplets and ice particles. The Metallic map is uniformly minimal, consistent with the organic, non-metallic character of cumulonimbus clouds. Ambient Occlusion intensifies the shadowed recesses within the cloud mass, accentuating depth and complexity, while the Height/Displacement channel provides subtle relief for realistic parallax effects in 3D environments, enhancing the perception of volumetric cloud layers.
Designed for seamless tiling under neutral lighting conditions, this texture is optimized for use in Unreal Engine, Blender, and Unity, making it ideal for environmental effects, weather simulations, and dramatic sky backdrops requiring authentic stormy cloud appearances. The 8K resolution ensures crisp detail even at close inspection or large-scale applications, preserving the intricate turbulence and powerful storm characteristics. For optimal results, adjusting the UV scale to moderate values helps maintain natural cloud proportions, while fine-tuning the roughness parameter can simulate varying moisture levels and light diffusion within the thunderhead.
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.
