This seamless 8K PBR 3D texture captures the intricate details of a dusk sky dominated by dark, layered clouds and a subtle sky vignette, forming a continuous sky dome ideal for immersive environments. The material composition simulates an atmospheric substrate resembling a fine-grained, semi-translucent volumetric medium, where the dark cloud formations represent denser, fibrous aggregates suspended within a lighter, diffuse base. The texture’s visual complexity arises from the interplay of these cloud aggregates with the underlying dusk sky gradient, enhanced by a gentle vignette that naturally frames the scene without harsh edges.
The texture’s PBR channels are carefully crafted to reflect these material qualities. The BaseColor (Albedo) channel offers a nuanced palette of deep blues, muted purples, and charcoal grays, with subtle color gradations to convey the fading light of twilight. The Normal map introduces fine volumetric undulations and soft turbulence in the cloud structures, giving depth and realism to the sky dome’s form. Roughness is calibrated to moderate values, simulating the semi-matte scattering effect of moisture-laden clouds, while the Metallic channel remains near zero, consistent with the non-metallic nature of atmospheric phenomena. Ambient Occlusion enhances the perception of volume and shadow within clustered clouds, and the Height/Displacement map provides subtle relief to emphasize cloud contours without disruptive geometric displacement, ensuring smooth rendering across platforms.
Designed with photorealism and versatility in mind, this texture excels in high-fidelity rendering engines such as Blender, Unreal Engine, and Unity. Its 8K resolution supports extensive UV scaling for large skyboxes or panoramas without visible tiling or pixelation, making it suitable for cinematic scenes, flight simulators, and realistic game environments requiring dynamic lighting at dusk. The seamless nature ensures that the texture wraps flawlessly around spherical or dome-shaped sky geometries, maintaining consistent atmospheric effects from all viewing angles.
For optimal use, it is recommended to fine-tune the roughness channel to balance glossiness based on scene lighting conditions, especially when simulating wet or clearing weather effects. Additionally, blending the Height/Displacement with Normal maps can enhance cloud depth perception subtly without causing mesh distortion, which is particularly beneficial in real-time rendering scenarios. Adjusting the UV scale can further control the density and size of cloud formations to match the desired mood and spatial scale of your 3D environment.
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.
