Seamless 8k PBR 3d texture of winter sky with overcast clouds and cold sky temperature ambiance free download

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

Preview — Seamless 8k PBR 3d texture of winter sky with overcast clouds and cold sky temperature ambiance

Texture Info

IDseamless-8k-pbr-3d-texture-of-winter-sky-with-overcast-clouds-and-cold-sky-temperature-ambiance
CategorySky
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture represents a winter sky characterized by a dense layer of overcast clouds enveloping the atmosphere in a cold, foggy ambiance. The base material can be understood as a diffuse atmospheric medium composed primarily of fine water vapor particles suspended in air, creating a soft, volumetric cloud cover. The geometric form is amorphous and irregular, with subtle undulations and layered cloud masses forming a natural sky dome pattern that seamlessly wraps around 3D environments. This texture simulates the diffuse scattering of light through the moisture-laden air, resulting in a muted, desaturated palette dominated by pale grays, soft blues, and hints of cold white, reflecting the subdued winter lighting conditions.

In terms of physical composition, the “substrate” is essentially the volumetric space filled with micro-droplets that act as scatterers rather than a solid surface. The texture’s appearance is enhanced by subtle gradations, mimicking the natural variation in cloud density and thickness. The “binders” here can be considered the atmospheric conditions that hold the vapor in suspension, while “aggregates” correspond to the varied cloud formations and fog layers. Porosity is high, emphasizing translucency and diffused light penetration, and the surface finish is matte and soft, lacking specular highlights due to the overcast sky blocking direct sunlight. Colorants are naturally occurring, with pale, cool hues simulating the cold sky temperature and foggy conditions.

Mapping these physical traits to PBR channels, the BaseColor (Albedo) features subtle, low-saturation blues and grays, reflecting the muted winter sky tones. The Normal map encodes gentle, undulating cloud shapes and soft volumetric folds, adding depth without sharp edges. Roughness values are high across the texture to simulate the matte, diffuse nature of the cloud surface, preventing any metallic or glossy reflections, which is confirmed by a zero Metallic channel. Ambient Occlusion is subtle yet crucial to enhance the perception of cloud layering and density variations, while Height/Displacement maps offer slight relief to emphasize the volumetric cloud structure, useful for parallax effects in 3D applications.

This texture is optimized at an 8K resolution, ensuring exceptional detail and smooth transitions that allow for close-up inspection without pixelation or tiling artifacts. It is fully compatible with major 3D platforms such as Blender, Unreal Engine, and Unity, making it highly versatile for winter-themed scenes, sky domes, and panoramic backgrounds. For practical usage, it is recommended to adjust the UV scale moderately to avoid noticeable repetition and to fine-tune the roughness parameter for different lighting setups, especially if the sky is combined with dynamic weather effects. Blending the height or normal maps with subtle noise can also enhance realism by simulating the ever-changing cloud formations typical of overcast winter skies.

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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