This seamless 8K PBR 3D texture represents a highly detailed sky dome featuring a vivid rainbow arching across a clear blue atmosphere punctuated by scattered cumulus clouds and a bright sun glare. The material composition simulates a complex atmospheric layer with a translucent air substrate, where the rainbow is formed by light dispersion and refraction within moisture particles. The cumulus clouds present a soft, fibrous aggregate structure with varying density, creating subtle volumetric depth and porosity that influences light scattering. The sun glare area is modeled as a bright, nearly diffuse light source with a slight bloom effect, representing intense solar irradiance interacting with the atmospheric particles.
From a geometric perspective, the texture is designed as a seamless spherical sky dome projection with smooth gradients and natural cloud formations that avoid repetitive tiling artifacts. The underlying form relies on a blend of soft-edged, amorphous cloud shapes contrasted by the smooth, continuous gradient of the clear sky background. This design ensures a realistic panoramic skybox suitable for immersive environments. The texture’s surface finish is matte and slightly diffused to mimic the natural scattering of sunlight in the atmosphere, with no metallic elements present. Colorants are carefully balanced pigments representing clear sky blue, white cloud highlights, and the full spectrum of the rainbow’s colors, applied in a gradient fashion to the BaseColor (Albedo) channel.
In terms of PBR channel integration, the BaseColor channel carries the vibrant sky hues and cloud whites, while the Normal map subtly encodes the volumetric softness and light modulation of the clouds’ edges. Roughness is tuned high overall to maintain a non-glossy, soft appearance, but slightly reduced near the sun glare to simulate the intense brightness and light bloom. The Metallic channel is uniformly black, as the sky and clouds have no metallic properties. Ambient Occlusion gently enhances the cloud shadows and atmospheric depth, while the Height/Displacement map captures minor vertical variations in cloud density and sun glare intensity to enhance parallax effects when viewed close-up.
This texture is optimized for use in Blender, Unreal Engine, and Unity, offering smooth performance even at native 8K resolution. For best results, it is recommended to adjust the UV scale to fit the specific sky dome geometry and to fine-tune the roughness map near the sun glare to balance realism and performance. Blending the Height map with the Normal map can further improve the perception of volumetric cloud layers in parallax or displacement-enabled renderers, enhancing immersion in outdoor scenes requiring natural sky backdrops.
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.
