Seamless 8k PBR 3d texture of twilight sky with sun halo and soft cirrus clouds free download

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

Preview — Seamless 8k PBR 3d texture of twilight sky with sun halo and soft cirrus clouds

Texture Info

IDseamless-8k-pbr-3d-texture-of-twilight-sky-with-sun-halo-and-soft-cirrus-clouds
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR 3D texture depicts a twilight sky dome characterized by a delicate sun halo and soft cirrus clouds drifting across the horizon. The base material can be conceptually understood as a thin atmospheric layer composed of fine water vapor and ice crystals suspended in the upper troposphere. This creates a translucent, ethereal substrate that diffuses sunlight and produces the subtle halo effect around the sun. The texture’s form mimics a smooth gradient sky with dynamic cloud formations, where cirrus clouds appear as wispy, filamentous strands that add depth and movement to the sky panorama. The overall pattern is continuous and fluid, designed to wrap seamlessly around spherical skyboxes without visible tiling or distortion, preserving the natural curvature of the sky dome.

From a material composition perspective, the texture simulates a combination of transparent ice crystal aggregates bound within a gaseous atmosphere substrate. The “binders” in this case are the atmospheric particles that hold the ice crystals in suspension, while the cirrus clouds represent localized clusters of fine, fibrous ice crystals with a subtle grain-like structure. The porosity of this atmospheric layer is extremely high, allowing light to scatter softly rather than reflect sharply, which is captured through the roughness map. The surface finish is matte and diffuse, with no metallic elements, reflecting the natural scattering of light in the upper sky. Colorants are represented by the gradual shift in BaseColor, moving from the warm hues near the sun halo to cooler blues and purples farther away, accurately reproducing the twilight ambiance.

In terms of PBR channel mapping, the BaseColor (Albedo) channel delivers the nuanced color transitions and soft cloud shapes essential for realistic dusk lighting. The Normal map encodes subtle variations in the cloud surface and atmospheric gradients, enhancing the perception of depth and volume across the sky dome. Roughness values are generally high to simulate the diffuse scattering of light on thin ice crystals and vapor, reducing specular highlights and contributing to a soft glow effect. The Metallic channel remains at zero, as there are no metal reflections in the sky atmosphere. Ambient Occlusion is finely tuned to emphasize the gentle contrasts within cloud clusters and the halo’s gradient transitions. Height or Displacement maps provide minimal relief, mainly used to subtly enhance cloud contours and add a slight parallax effect when viewed from different angles.

This texture is optimized for use in Blender, Unreal Engine, and Unity, leveraging its ultra-high 8K resolution to ensure crisp details even in large-scale environments or close-up sky views. Its seamless nature facilitates easy UV mapping across spherical sky domes or panoramic backgrounds without visible repetition. For practical application, it is advisable to adjust the UV scale subtly to avoid overly stretched clouds and to tweak the roughness channel to balance between soft atmospheric diffusion and the slight crispness of the sun halo. Additionally, blending height or normal maps can enhance the perception of cloud depth when using parallax or tessellation techniques, adding realism to dusk scenes and immersive skyboxes in real-time or offline rendering workflows.

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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