Seamless 8k PBR 3d texture of autumn sky with stratocumulus clouds and warm sky gradient free download

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

Preview — Seamless 8k PBR 3d texture of autumn sky with stratocumulus clouds and warm sky gradient

Texture Info

IDseamless-8k-pbr-3d-texture-of-autumn-sky-with-stratocumulus-clouds-and-warm-sky-gradient
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture captures the intricate appearance of an autumn sky, dominated by stratocumulus cloud formations gently dispersed across a warm sky gradient. The base material can be understood as a thin atmospheric layer composed of varying densities of water vapor, which forms the soft, billowy clouds. In a digital material sense, this translates into a diffuse substrate that serves as the backdrop, blending smoothly from amber to gentle orange hues, simulating the natural gradient of the sky dome during fall sunsets. The stratocumulus clouds themselves present a semi-translucent, fibrous pattern with subtle volumetric depth, created through micro-variations in opacity and light scattering, which would correspond to the Normal and Height maps in PBR terms, providing realistic surface undulations and cloud puffiness.

The texture’s composition suggests a delicate balance between diffuse atmospheric particles and denser cloud aggregates. The BaseColor (Albedo) channel captures the warm pigments of autumn light—soft oranges, muted yellows, and gentle grays—while eschewing any metallic qualities, as the sky’s surface lacks reflectivity found in solid materials. The Roughness map plays a crucial role here, defining how light diffuses softly across the cloud surfaces and the sky gradient, with lower roughness values in the clearer sky areas and higher values within cloud masses to mimic their diffusive scattering. Ambient Occlusion subtly enhances depth by darkening crevices and cloud shadows, adding realism without harsh contrasts. Height and Displacement maps model the stratocumulus’ layered structure, giving a tangible sense of volume and elevation changes that respond naturally to directional lighting in rendering engines.

Due to the vast scale and dynamic nature of skies, the texture is designed as a seamless sky dome or skybox element, supporting continuous tiling without visible seams or repetition artifacts. The 8k resolution ensures exceptional detail and crispness, allowing for close-up renders and panoramic views in 3D environments. This high resolution is optimized for popular tools such as Blender, Unreal Engine, and Unity, ensuring compatibility with their respective PBR workflows and shaders. The texture’s surface finish emulates the soft, matte quality of a natural sky, avoiding any gloss or specular highlights that would be uncharacteristic of atmospheric phenomena, focusing instead on realistic light diffusion.

When applying this texture, it is advisable to carefully manage UV scaling to avoid exaggerating cloud patterns and maintain a natural appearance. Adjusting the Roughness channel can help tailor the softness of the clouds to specific lighting conditions, while blending Height and Normal maps can enhance the perceived depth without introducing geometric complexity. This approach ensures that the autumn sky texture integrates seamlessly into seasonal 3D scenes and environments, delivering a convincing, immersive atmospheric backdrop that supports a wide range of artistic and technical applications.

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

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