Seamless 3d texture pbr 8k planetary nebula with glowing gas clouds and spectral bands effect free download

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

Preview — Seamless 3d texture pbr 8k planetary nebula with glowing gas clouds and spectral bands effect

Texture Info

IDseamless-3d-texture-pbr-8k-planetary-nebula-with-glowing-gas-clouds-and-spectral-bands-effect
CategoryStar, space, planets
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR 8k texture captures the vibrant and intricate composition of a planetary nebula, featuring glowing gas clouds and distinct spectral bands that evoke an ethereal cosmic atmosphere. The base substrate mimics a diffuse interstellar medium composed of fine plasma filaments and ionized gases, rendered with high detail to simulate the porous and turbulent nature of nebular clouds. Colorants in this texture arise from a complex interplay of luminous pigments and oxide layers, creating a radiant glow that transitions smoothly across the surface, emphasizing the colorful spectral bands characteristic of planetary nebulae. The texture’s surface finish is matte with subtle translucency, reflecting the diffuse scattering of light within gas clouds, without hard shadows, which enhances its realistic appearance when applied to 3D models or environments.

In terms of PBR channels, the BaseColor/Albedo map provides an 8k resolution, highly detailed portrayal of the nebula’s colorful glow and plasma structures, ensuring crisp visuals even on close inspection. The Normal map introduces delicate surface variations, simulating the uneven density and filamentous gas formations that create depth and complexity. Roughness is finely tuned to represent the soft, diffuse scattering of light typical of gaseous clouds, avoiding any metallic shine, which is confirmed by the Metallic map set to zero, emphasizing the non-metallic, organic nature of the nebula. Ambient Occlusion subtly enhances the perception of depth by simulating soft shadowing within dense gas pockets, while the Height/Displacement map offers slight relief to accentuate the volumetric feel of plasma filaments and glowing gas clusters.

This texture is fully optimized for seamless tiling and is ready for use in Blender, Unreal Engine, and Unity, making it ideal for cosmic visualizations, space-themed artistic renderings, and realistic environmental backgrounds. For best results, it is recommended to adjust the UV scale to balance detail visibility with performance, and to fine-tune roughness levels depending on lighting conditions to maintain the nebula’s soft glow effect without losing subtle surface nuances. Utilizing height or parallax mapping can further enhance the immersive depth of the glowing gas clouds, bringing an additional layer of realism to planetary nebula simulations.

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.