Seamless 8k PBR 3d texture of spring sky with blue hour lighting and soft lenticular clouds free download

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

Preview — Seamless 8k PBR 3d texture of spring sky with blue hour lighting and soft lenticular clouds

Texture Info

IDseamless-8k-pbr-3d-texture-of-spring-sky-with-blue-hour-lighting-and-soft-lenticular-clouds
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture represents a realistic spring sky captured during the blue hour, characterized by soft lenticular clouds gracefully dispersed across the atmosphere. The base "material" of this texture is an atmospheric volumetric layer rendered as a smooth, continuous sky dome, embodying subtle gradients of cool blues and gentle pastel hues typical of early twilight. The geometric form is essentially a vast, curved expanse with delicate, lens-shaped cloud formations that create a flowing, organic pattern. These lenticular clouds exhibit smooth edges and subtle layering, giving depth and dimensionality to the sky while maintaining a natural softness without harsh outlines or pixelation.

From a compositional perspective, the texture simulates a layered substrate where the primary "surface" is the clear sky atmosphere, acting as a translucent base with varying opacity and diffuse scattering effects. The clouds function as semi-opaque aggregates, resembling soft fibrous formations suspended within this atmospheric layer. The texture’s porosity is effectively low, reflecting a dense air mass with slight variations caused by the clouds’ fluffiness and volume. The surface finish mimics a matte, softly diffused light scattering rather than a reflective or metallic sheen, which aligns well with the non-metallic nature of the sky. Colorants here correspond to natural atmospheric pigments—ultramarine and cerulean blues for the sky base, with subtle whites and light grays for the clouds—accurately captured in the BaseColor (Albedo) channel to ensure photorealism.

In PBR terms, the Normal map subtly encodes the lenticular cloud formations’ gentle undulations, adding depth and three-dimensional relief to the otherwise smooth sky dome. The Roughness map is tuned to high values, emphasizing the soft, matte quality of the clouds and atmosphere with minimal specular highlights. Metallic values remain at zero, consistent with a non-metallic natural environment. Ambient Occlusion enhances shadowed crevices within the cloud layers, contributing to volumetric depth perception. The Height or Displacement maps provide fine control over the apparent elevation of cloud forms, allowing realistic parallax effects when viewed from different angles or used in 3D environments.

This texture is optimized at an ultra-high resolution of 8192 x 4096 pixels, ensuring crisp detail and seamless tiling ideal for use in Blender, Unreal Engine, and Unity. Its seamless design makes it perfect for creating immersive skyboxes, domes, or panoramic backgrounds without visible borders or repetition artifacts. For practical application, it is recommended to carefully adjust UV scaling to match scene proportions and to experiment with roughness values to achieve the desired atmospheric softness. Additionally, blending the Height map with Normal details can enhance parallax effects, improving realism in dynamic lighting and camera movements.

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.