Seamless 3d texture pbr 8k gaseous giant bands with swirling gas accretion patterns free download

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

Preview — Seamless 3d texture pbr 8k gaseous giant bands with swirling gas accretion patterns

Texture Info

IDseamless-3d-texture-pbr-8k-gaseous-giant-bands-with-swirling-gas-accretion-patterns
CategoryStar, space, planets
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture at an impressive 8K resolution authentically represents the intricate gaseous bands of a massive gas giant planet, characterized by swirling accretion patterns and dynamic hydrocarbon haze layers. The base substrate can be imagined as a dense, fluid-like organic gas composition with subtle variations in density and flow, creating the illusion of thick, layered atmospheric bands. These gaseous layers are bound by complex chemical interactions analogous to natural binders, while the visible patterns of swirling gases simulate turbulent aggregates and fine particulate suspensions within the planetary atmosphere. The surface finish is inherently diffuse and matte, reflecting the soft scattering of light through thick haze and cloud layers rather than sharp specular highlights, delivering a vivid yet natural appearance. Rich pigmentations from hydrocarbon compounds and planetary dust impart a palette of muted browns, creams, and amber hues that define the texture’s BaseColor and Albedo channels with photorealistic accuracy.

In the PBR workflow, this texture excels by providing detailed Normal maps that emphasize the subtle undulations and swirling gas currents, enhancing depth without harsh geometric displacement. The Roughness channel captures the varying matte softness of the gaseous surface, from smoother, more transparent haze bands to denser, cloudier regions with slightly higher roughness values. The Metallic channel remains near zero, reflecting the non-metallic, organic nature of the gaseous atmosphere, while the Ambient Occlusion map subtly enhances the perceived volume and layering between the bands, adding realism to the continuous, seamless surface. Height or Displacement maps offer gentle relief, simulating the vertical structure of accretion patterns and gas layers, ideal for parallax effects in close-up renders. This texture’s neutral lighting setup ensures a flat output that is perfect for integration into any physically based rendering system without unwanted shadows or artifacts.

Optimized for Unreal Engine, Blender, and Unity, the texture is Unreal Blender ready, providing artists and developers a highly versatile asset for scientific visualizations, space simulations, and realistic planetary scene creation. Its seamless tiling capability allows for expansive coverage of large-scale planetary models without visible repetition, ensuring continuous atmospheric flow. For practical use, adjusting the UV scale to moderately large values helps maintain the impression of vast swirling gas bands, while fine-tuning the roughness map can simulate atmospheric conditions ranging from clearer gas layers to dense, stormy haze. With its combination of scientific accuracy and high-fidelity detail, this seamless 3D texture offers an unparalleled resource for creating lifelike, immersive space environments in high-resolution projects.

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.