Seamless 8k PBR 3d texture of sunrise sky with golden hour light and stratocumulus clouds free download

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

Preview — Seamless 8k PBR 3d texture of sunrise sky with golden hour light and stratocumulus clouds

Texture Info

IDseamless-8k-pbr-3d-texture-of-sunrise-sky-with-golden-hour-light-and-stratocumulus-clouds
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR 3D texture captures the delicate interplay of light and form found in a sunrise sky during the golden hour, featuring stratocumulus clouds that create a richly detailed sky dome. The underlying material can be conceptualized as a finely layered atmospheric substrate, where the base is a smooth, almost translucent air matrix. This matrix is interspersed with varying densities of stratocumulus cloud formations, which act like soft, fibrous aggregates suspended within the atmosphere. The clouds exhibit subtle volumetric depth and exhibit a naturally diffused texture with gentle gradations of warm golden hues blending into cooler early morning blues.

From a geometric perspective, the texture presents a natural, organic pattern formed by the stratocumulus cloud clusters, which appear as semi-flattened, billowing forms with irregular, softly contoured edges. The surface finish is matte with a delicate scattering effect, mimicking the way sunlight diffuses when filtered through atmospheric moisture. The texture’s Porosity is implied through the fine variations in cloud density and subtle translucency, contributing to the realistic perception of depth and softness. Weathering is minimal but evident in the natural variation of cloud density and faint wisps, giving a dynamic and evolving sky appearance.

In terms of PBR channel mapping, the BaseColor (Albedo) channel captures the nuanced warm-to-cool color gradient of the sky, shifting from soft oranges and pinks near the horizon to pale blues higher up. The Normal map defines the gentle, undulating cloud contours, enhancing the three-dimensional feel of the stratocumulus layers. Roughness is calibrated to reflect the matte, diffuse character of the sky surface, with slightly lower roughness values around illuminated cloud edges to simulate light scattering. The Metallic channel is negligible, as the sky and clouds are non-metallic. Ambient Occlusion subtly enhances the depth within the cloud formations, emphasizing shadowed recesses. Height/Displacement maps provide fine relief for the cloud shapes, allowing for realistic parallax effects that add a tangible sense of volume.

Rendered at an impressive 8K resolution, this texture is optimized for high-fidelity environments and is fully compatible with Blender, Unreal Engine, and Unity workflows. It is ideal for use as a skybox or panoramic sky background in early morning or dawn scenes, providing immersive realism without visible tiling artifacts. For practical use, adjusting the UV scale to a slightly larger setting helps maintain the grandeur of cloud formations, while fine-tuning the roughness channel can simulate varying atmospheric moisture levels. Additionally, blending height and normal maps subtly enhances depth perception without overpowering the soft, natural cloud forms.

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.