Mud Burned Fire — Burned Fire Dirt Fire Dirt Ash — PBR seamless 3D texture free download

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

Preview — Mud Burned Fire — Burned Fire Dirt Fire Dirt Ash — PBR seamless 3D texture

IDburned-ground-01-mud-burned-fire-dirt-ash-plant-debris
Fire
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Mud Burned Fire seamless 3D texture is a physically based rendering (PBR) material designed to replicate the complex surface of scorched earth and charred soil mingled with mud fire dirt ash and organic debris such as plant litter dry leaves and fallen leaves. The base substrate is primarily mineral-rich soil with a naturally porous uneven texture shaped by fire exposure and weathering processes. Fine aggregates like loose stones and gravelly particles are embedded within the surface creating a rugged composition that evokes outdoor terrain affected by burning and drying. The surface finish is matte with subtle roughness variations due to the interplay of ash deposits and dry grass remnants capturing the natural degradation and oxidation expected in burned ground 01 environments. The coloration blends rich earthy browns deep charred blacks and faded grays achieved through layered pigments and oxide layers that give the albedo channel its authentic burnt-dirt appearance.

This texture pack includes comprehensive PBR maps optimized for modern pipelines including high-resolution 4K textures with an optional upgrade to 8K for ultra-detailed projects. The Albedo (BaseColor) map conveys the nuanced color shifts of scorched soil and organic materials while the Normal map adds realistic micro-surface detail such as cracks gravel depressions and plant debris relief. The Roughness channel balances glossy and matte areas reflecting the uneven moisture retention and ash coverage typical of fire-dirt terrain. The Metallic map is minimal as the material is dominantly non-metallic supporting accurate shading in both real-time and offline renderers. Ambient Occlusion enhances depth perception in crevices and soil clumps and the Height/Displacement map provides subtle elevation changes to simulate loose stones and charred lumps enhancing realism in physically based workflows compatible with Blender Unreal Engine and Unity.

Optimized for seamless tiling this texture maintains consistent detail and performance across diverse digital content creation software and game engines ensuring reliable results without the need for manual tweaking. For best results adjusting UV scale to a moderate size is recommended to preserve fine details without tiling artifacts and fine-tuning roughness values can emphasize either the dry cracked earth or the softer ash-covered patches depending on scene requirements. Its balanced composition and versatility make it ideal for outdoor environments natural terrain visualization and realistic fire-damaged ground simulations in high-end production workflows.

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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