This seamless 3D PBR texture at an impressive 8K resolution showcases sunlit altocumulus clouds characterized by billowy, softly contoured patches drifting gently across a clear midday blue sky. The compositional essence captures the volumetric nature of these cloud clusters, where light and shadow interplay dynamically to create a photorealistic atmospheric effect. The base substrate conceptually represents a lightweight organic vapor phase, mimicking the airy, porous structure of altocumulus formations, with subtle variations in density and texture that are reflected in the texture’s detailed Normal and Height maps. The surface finish appears naturally diffused with a soft translucency, echoing the way sunlight filters through these cloud masses, highlighting their billowy contours and enhancing depth perception without sharp metallic or glossy reflections.
Within the PBR workflow, the BaseColor (Albedo) channel presents soft white and pale gray pigments interspersed with gentle blue undertones, simulating the natural color gradations of altocumulus clouds under direct sunlight. The Roughness map is tuned to moderate values, producing a matte surface that diffuses light realistically, avoiding unnatural glossiness while emphasizing the textured, fibrous cloud edges. Metallic values remain negligible, consistent with the organic, non-metallic nature of clouds. Ambient Occlusion enhances subtle shadowing within the cloud clusters, reinforcing volume and spatial layering. Height and Displacement channels provide finely detailed elevation data that accurately convey the billowy volume and textured surface undulations, supporting realistic parallax effects and depth in 3D environments.
Designed for seamless tiling, this texture is optimized for use in Unreal Engine, Blender, and Unity, enabling effortless integration into sky domes, environmental backdrops, and layered atmospheric visualizations. The neutral, balanced lighting setup facilitates flexible adaptation to various lighting conditions without the need for extensive recalibration. For practical application, adjusting the UV scale to larger values can enhance the perception of vast, sweeping cloud formations, while fine-tuning roughness allows for tailored softness or crispness of cloud edges depending on the scene’s mood and lighting. This texture’s high fidelity and naturalistic qualities make it an essential tool for artists and developers seeking to create immersive, photorealistic sky environments with convincing volumetric cloud detail.
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.
