Seamless 8k PBR 3d texture of full moon night sky with clear starry background and subtle moonlight free download

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

Preview — Seamless 8k PBR 3d texture of full moon night sky with clear starry background and subtle moonlight

Texture Info

IDseamless-8k-pbr-3d-texture-of-full-moon-night-sky-with-clear-starry-background-and-subtle-moonlight
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR 3D texture represents a full moon night sky with a clear, starry background, designed as a sky dome material for photorealistic 3D environments. The base material evokes a thin, translucent atmospheric layer, resembling a high-altitude cloudless sky illuminated by the full moon. The geometric form is essentially a continuous spherical panorama, mapped without visible seams to simulate the dome of the sky in virtual scenes. This texture’s substrate can be conceptually described as a fine atmospheric haze, composed of microscopic particulates suspended in air, with no solid aggregates, resulting in a smooth yet subtly variegated surface pattern that captures the natural gradations of moonlight and starlight across the night sky.

The composition mimics atmospheric scattering effects, where the primary “binder” is the air medium itself, holding minute dust and moisture particles that softly diffuse the moonlight. The full moon is rendered as a slightly raised, luminous orb with delicate surface variations to suggest subtle craters and texture, while the surrounding star field is composed of tiny, bright pinpoints distributed unevenly to enhance realism. Porosity is minimal, reflecting the clarity of the sky on a crisp night, with no fog or cloud cover. The surface finish is matte with a very low roughness value, allowing soft reflections of moonlight without harsh glossiness. Colorants are primarily cool tones—deep blues and muted grays—with the moon’s glow adding gentle warm off-whites and pale yellows, carefully balanced to maintain a natural nocturnal palette.

In PBR workflow terms, the BaseColor (Albedo) channel captures the nuanced night sky hues and the moon’s pale luminosity. The Normal map provides subtle relief for the moon’s surface details and the slight atmospheric gradients, enhancing depth without sharp geometric changes. Roughness is finely tuned to a low range, ensuring a soft diffusion of light without metallic shine, while the Metallic map is essentially black, as the sky has no metallic properties. Ambient Occlusion emphasizes the subtle shadows around the moon’s edges and the denser star clusters, adding spatial depth. The Height or Displacement map gently raises the moon’s surface, allowing parallax effects when used in engines that support it, contributing to realism in close-up views.

This texture is optimized at an 8K resolution, providing exceptional detail suitable for large-scale sky domes and panoramic backgrounds in Blender, Unreal Engine, and Unity projects. Its seamless design enables infinite repetition without visible tiling, making it ideal for immersive night-time scenes. For practical usage, adjusting the UV scale can help match the sky dome size to your project’s spatial requirements, while fine-tuning the roughness channel allows control over the moonlight’s softness versus clarity. Additionally, blending the Height map with Normal details can improve the volumetric feel of the moon’s surface under dynamic lighting conditions.

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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