Seamless 8k PBR 3d texture of aurora borealis with vibrant sky colors and starry night background free download

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

Preview — Seamless 8k PBR 3d texture of aurora borealis with vibrant sky colors and starry night background

Texture Info

IDseamless-8k-pbr-3d-texture-of-aurora-borealis-with-vibrant-sky-colors-and-starry-night-background
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture represents the aurora borealis as it gracefully arcs across a clear night sky dome, set against a richly detailed starry background. The base material evokes a fine-grained atmospheric substrate, akin to a translucent, layered gaseous medium with subtle volumetric depth. It simulates the natural interplay of charged particles and magnetic fields that create the luminous, flowing ribbons of light characteristic of the northern lights. The texture’s form is defined by softly undulating, ribbon-like waves that seamlessly tile both horizontally and vertically, enabling continuous sky panoramas or skybox environments without visible seams or abrupt transitions.

Compositionally, this texture mimics a multi-layered structure where the substrate is a diffuse, semi-transparent atmospheric layer, blended with vibrant, pigment-rich gaseous swirls. The “binders” can be likened to the ionized particles that hold the aurora’s shape, producing smooth gradients of color blending from deep greens and blues to vivid purples and pinks. The star field acts as a fine-grained aggregate, scattered randomly yet consistently to add depth and realism. The surface finish is matte with a slight soft glow effect, replicating the natural diffused light emission of auroral phenomena. Porosity is minimal, reflecting the thinness and ethereal quality of the atmosphere, while the weathering is represented by subtle noise and variation in light intensity, simulating atmospheric turbulence.

In PBR terms, the BaseColor (Albedo) channel captures the aurora’s vibrant spectral colors and the deep black-to-midnight blue gradient of the night sky. The Normal map encodes gentle undulations and volumetric folds in the aurora’s light ribbons, enhancing three-dimensional depth without harsh edges. Roughness values are kept moderately high to maintain a soft, non-reflective, glow-like appearance rather than specular highlights. The Metallic channel remains at zero, as the texture depicts a non-metallic atmospheric phenomenon. Ambient Occlusion is subtly applied to emphasize depth in the folds of the aurora and the clustered star groups, increasing spatial perception. Finally, the Height/Displacement map provides fine volumetric layering cues to enhance parallax effects in 3D engines.

This 8K resolution texture ensures exceptional detail and crispness, making it fully compatible and optimized for use in Blender, Unreal Engine, and Unity. It is ideal for creating immersive night-time scenes, sky domes, or environmental backdrops that require photorealistic polar skies or mystical atmospheric effects. For practical use, it is recommended to carefully adjust UV scale to match your scene’s sky dome dimensions and to fine-tune roughness values to balance between soft glow and visibility of star details. Blending the height map subtly with normal maps can further enhance the perceived depth of the aurora’s layered light waves without adding geometric complexity.

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.