Seamless 8k PBR 3d texture of blue hour sky with subtle sky tint and soft altocumulus clouds free download

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

Preview — Seamless 8k PBR 3d texture of blue hour sky with subtle sky tint and soft altocumulus clouds

Texture Info

IDseamless-8k-pbr-3d-texture-of-blue-hour-sky-with-subtle-sky-tint-and-soft-altocumulus-clouds
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture captures the ethereal quality of a blue hour sky, characterized by a subtle sky tint and soft altocumulus cloud formations that gently disperse across a smooth sky dome. The base material can be understood as a fine atmospheric substrate, where the colorants are primarily composed of deep blues and muted purples with delicate gradients that mimic the natural scattering of light during twilight. The texture’s form is essentially a continuous panoramic sky dome, featuring soft, fluffy cloud patterns that exhibit a natural, semi-random geometric arrangement, evoking the typical altocumulus cloud clusters seen in calm evening or morning skies. This soft cloud geometry provides a lightweight, airy feel with gentle transitions between the sky and cloud shapes, making it ideal for immersive environments.

From a material composition perspective, the texture mimics a layered atmospheric medium where the substrate represents the clear sky background, while the clouds act as semi-translucent aggregates with varying density and softness. The “binders” in this case can be interpreted as the subtle gradations of color and shading that blend the clouds with the sky, producing a seamless integration without harsh edges. The porosity is low, reflecting the thinness of atmospheric layers, but with enough variation in opacity to suggest cloud thickness and depth. The surface finish is matte and soft, avoiding any metallic or reflective properties, which is essential for realistic sky rendering. Color pigments are carefully balanced to replicate the cool blue hour tones, with slight tints of pink or lavender that convey the transitional time of day.

In terms of PBR texture channels, the BaseColor (Albedo) captures the nuanced sky hues and cloud shapes with high fidelity, while the Normal map subtly enhances the volumetric illusion of cloud depth without harsh relief. Roughness values are high and consistent across the texture to maintain the soft, diffuse appearance of the sky and clouds, preventing unwanted reflections. The Metallic channel is unused or set to zero, as no metallic components are present in atmospheric materials. Ambient Occlusion gently darkens crevices and cloud overlaps to add realism and sense of volume. Height or Displacement maps are finely tuned to simulate slight elevation differences in cloud formations, enhancing parallax effects and depth perception when applied in 3D environments.

Rendered at an ultra-high 8k resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, supporting seamless skyboxes and panoramic backgrounds without visible repetition or pixelation. For practical application, it is recommended to carefully adjust UV scaling to avoid distortion of the cloud patterns on large sky domes. Additionally, tuning the roughness slightly higher can help blend the texture smoothly with other environmental lighting conditions, while subtle blending of height and normal maps can enhance the volumetric cloud effect without introducing harsh edges or artifacts.

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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