This seamless firebrick 3D texture features a dense arrangement of rough firebricks set in a stack bond pattern, where bricks are aligned directly over each other without staggering. Each brick exhibits a thick, coarse mortar joint that reinforces the industrial aesthetic typical of refractory wall surfaces. The bricks themselves are composed primarily of alumina and silica-based ceramic substrates, known for their high heat resistance and durability in demanding environments such as furnaces, kilns, and chimneys. The substrate’s granular structure contains fine aggregates that contribute to the porous and grainy texture, while the mortar binder is a blend of cementitious materials with mineral additives, providing a robust adhesive layer that fills gaps and enhances wall integrity.
The surface finish of the firebrick texture is notably rough and unpolished, reflecting the natural weathering and wear expected in high-temperature industrial settings. Small pits, micro-cracks, and slight variations in the brick faces create a tactile, uneven surface that is carefully captured in the texture’s high-resolution detail. The base color layer (Albedo) showcases warm reddish-brown hues intrinsic to fired clay materials, interspersed with darker patches where soot or oxidation might accumulate. The Normal map accurately simulates the subtle depth changes of the porous brick grains and mortar joints, enhancing the 3D relief without excessive height displacement. Roughness maps emphasize the matte, non-reflective quality of the brick and mortar, while the Metallic channel remains close to zero, consistent with the non-metallic ceramic composition.
Ambient Occlusion is finely tuned to accentuate crevices between bricks and mortar, adding natural shadowing that increases the visual realism in rendering engines. The Height or Displacement map provides moderate depth cues, allowing for realistic parallax effects when combined with normal maps. This texture is crafted at an 8K resolution, ensuring exceptional detail for close-up renders and large-scale surfaces. It is optimized for physically based rendering (PBR) workflows and is fully compatible with popular platforms such as Blender, Unreal Engine, and Unity, enabling seamless integration into various 3D visualization projects.
For practical application, it is recommended to carefully adjust UV scaling to maintain the natural brick proportions and to fine-tune roughness values depending on environmental conditions—lower roughness for cleaner bricks and higher for weathered or soot-covered surfaces. When using height or parallax mapping, blend it subtly with normal maps to avoid exaggerated depth effects, preserving the texture’s realistic form and dense material feel. This approach ensures the firebrick wall texture delivers both accurate material representation and flexible usability across industrial visualization scenarios.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
