Seamless 8k PBR 3d texture of windy sky with dynamic cloud shadows and scattered clouds free download

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

Preview — Seamless 8k PBR 3d texture of windy sky with dynamic cloud shadows and scattered clouds

Texture Info

IDseamless-8k-pbr-3d-texture-of-windy-sky-with-dynamic-cloud-shadows-and-scattered-clouds
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR 3D texture presents a detailed windy sky scene, featuring dynamic cumulus clouds casting intricate shadows across a vast sky dome. The material simulates a natural atmospheric substrate composed primarily of layered air and moisture particles, visually rendered through high-resolution digital pigments that replicate the translucent and diffuse qualities of real clouds. The complex interplay of light and shadow is captured using precise albedo variations in the BaseColor channel, reflecting the subtle shifts in tone caused by cloud density and sunlight diffusion. The texture’s form is inherently amorphous and fluid, characterized by soft, billowing cumulus clouds scattered unevenly to create a realistic sky panorama without repetitive patterns, ideal for skyboxes and background environments in 3D scenes.

Structurally, this texture’s geometric form is volumetric and non-uniform, relying on finely detailed normal maps to simulate the raised contours and gentle undulations of clouds and atmospheric layers. The Roughness channel balances soft, matte finishes in the cloud masses with slightly glossier areas where sunlight penetrates thinner sections, enhancing the perception of depth and movement. There is no metallic component, as clouds and sky are non-metallic by nature, so the Metallic channel remains at zero throughout. Ambient Occlusion subtly darkens the undersides of clouds and areas beneath heavier cloud clusters, adding dimensionality without harsh shadows. Height and displacement maps provide additional relief, allowing for parallax effects and realistic volumetric layering when applied in modern rendering engines.

The composition mimics a natural sky’s porosity and translucency, with pigment distribution reflecting atmospheric scattering effects. Colorants range from soft whites to light grays and pale blues, dynamically shifting to simulate the windy motion of clouds and their shadow patterns. These pigments are digitally encoded to ensure consistent color fidelity across different lighting conditions. The surface finish is matte and diffuse, avoiding any polished or reflective elements, which preserves the organic feel needed for believable outdoor environments. Weathering is represented through subtle gradient transitions and soft edges in the cloud shadows, replicating the natural variability found in real sky conditions.

This texture is optimized for use in Blender, Unreal Engine, and Unity, supporting seamless tiling and high-detail rendering at 8K resolution to maintain fidelity even in close-up sky dome applications. For practical use, adjusting the UV scale can help tailor the cloud density to match scene requirements, while fine-tuning the roughness channel allows for greater control over the softness of shadows and highlights. Additionally, blending height and normal maps can enhance volumetric depth, providing more convincing parallax effects when viewed from different angles, which is especially useful in dynamic outdoor simulations or game environments.

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.