Seamless 8k PBR 3d texture of foggy sky with hazy sky layers for atmospheric environment free download

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

Preview — Seamless 8k PBR 3d texture of foggy sky with hazy sky layers for atmospheric environment

Texture Info

IDseamless-8k-pbr-3d-texture-of-foggy-sky-with-hazy-sky-layers-for-atmospheric-environment
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture depicts a foggy sky composed of multiple translucent layers that simulate the soft diffusion of light through hazy atmospheric conditions. The base material can be understood as a volumetric air substrate filled with fine particulate matter and moisture droplets, creating a delicate interplay of opacity and translucency. The texture’s form is essentially planar with subtle gradient shifts and diffuse cloud formations, mimicking the natural stratification of fog banks and light clouds across a sky dome. This layered structure results in gentle, non-uniform patterns that blend seamlessly, enabling realistic sky backgrounds and panoramas for immersive skyboxes in 3D environments.

The composition of the texture is conceptualized through PBR channels that reflect the physical properties of fog and atmospheric haze. The BaseColor (Albedo) channel carries subdued, desaturated blues and grays with soft tonal transitions, representing the scattering of daylight filtered through moisture. Normal maps are lightly applied to suggest minimal volumetric undulations within the fog layers, enhancing perceived depth without harsh geometric detail. Roughness values are predominantly high, indicating a matte, diffused surface that scatters light evenly rather than reflecting it directly. Metallic maps are absent or set to zero, as the atmosphere contains no metallic elements. Ambient Occlusion subtly darkens denser fog regions, simulating natural shadowing in volumetric pockets, while Height or Displacement maps gently modulate the surface to introduce subtle cloud bulges and fog bank elevations for parallax effects.

The surface finish embodies a soft, brushed translucency inherent to atmospheric particles rather than a solid physical surface. Colorants or pigments are naturally muted, relying on light absorption and scattering rather than surface coloration. This texture’s high 8k resolution ensures that fine gradations and delicate cloud edges maintain clarity at close camera distances, supporting detailed renders in Blender, Unreal Engine, and Unity. The seamless tileability allows for large-scale sky domes or panoramic backgrounds without visible repetition, essential for realistic outdoor or open-environment projects.

For practical implementation, it is advisable to carefully adjust the UV scaling to avoid distortion of the fog’s natural gradient and layering effect. Fine-tuning the roughness channel can enhance the softness or sharpness of light diffusion depending on scene lighting conditions. Additionally, blending height or normal maps with subtle parallax can improve depth perception in first-person or close-range views, making the fog appear more volumetric and immersive within atmospheric environments.

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.