This seamless 8k PBR 3d texture depicts a crescent moon suspended against a night sky that transitions softly into a twilight horizon, enriched by a delicate scatter of stars. The base material simulates a finely grained sky dome surface, akin to a smooth, matte ceramic substrate, chosen for its even light diffusion and subtle textural variation. Embedded within this base are faint, irregular fiber-like patterns that emulate atmospheric haze and subtle cloud veiling, providing a natural depth without overwhelming the celestial elements. The texture’s form is essentially planar but rendered with a slight curvature implied by the gradient and shading, reinforcing the immersive sky dome effect in 3D environments.
The composition is carefully layered: a non-metallic base layer represents the sky’s vast expanse, utilizing deep indigo and muted navy pigments blended with a soft, violet twilight glow near the horizon. This base is combined with a translucent binder that simulates atmospheric moisture, enhancing the perceived depth and contributing to a gentle roughness that diffuses light realistically. Small, strategically placed emissive points recreate distant stars, while the crescent moon features a slightly elevated height map to suggest subtle surface detail and gentle craters. The texture’s porosity is minimal, maintaining a mostly smooth finish with mild micro-roughness to avoid a plastic or overly glossy look, preserving natural nocturnal ambiance.
In terms of PBR channel mapping, the BaseColor (Albedo) channel carries the rich, gradient blues and purples with carefully balanced luminance to emulate natural twilight conditions. The Normal map introduces fine atmospheric ripples and softly sculpted lunar surface features, adding realism without harsh surface disruptions. Roughness values are tuned to moderate levels to reflect faint atmospheric scattering and a semi-matte moon surface, while the Metallic channel remains at zero due to the non-metallic nature of the sky and celestial bodies. Ambient Occlusion subtly enhances shadowing around the crescent moon’s edges and star clusters, providing dimensional contrast. Height/Displacement maps are gently applied to emphasize the curvature of the moon and slight atmospheric variations, supporting parallax effects in real-time rendering.
This texture is optimized at an 8k resolution, ensuring exceptional detail suitable for close-up renders and expansive sky panoramas. It is fully compatible with Blender, Unreal Engine, and Unity, enabling seamless integration into photorealistic scenes, game environments, or VR simulations requiring a naturalistic night sky dome. For practical use, it is recommended to carefully adjust the UV scale to match the scene’s spatial dimensions, and to fine-tune roughness values in shader settings according to lighting conditions, ensuring the moon and stars maintain their subtle glow without appearing overly sharp or diffuse. Blending height and normal maps can enhance depth perception on curved dome geometries, creating a more immersive celestial experience.
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.
