This seamless 3D texture showcases a photorealistic surface of charcoal embers with scattered fire sparks and glowing burning effects, rendered in stunning 8K resolution using physically based rendering (PBR) techniques. The base material replicates organic charcoal, composed of dense carbonized wood particles fused with natural mineral ash binders, which provide a porous yet solid substrate. Subtle variations in grain orientation and texture roughness mimic the weathered, cracked surface of cooling embers, while small glowing sparks and ember fissures add dynamic realism. The surface finish appears matte and slightly ashy, with soft charred black and deep gray pigments enhanced by faint reddish-orange ember glows, replicating natural combustion residue and heat discoloration.
In the PBR workflow, the BaseColor (Albedo) channel delivers nuanced charcoal tones interspersed with warm ember highlights, while the Normal map emphasizes the micro-cracks and coarse grain orientation that create the uneven, brittle texture. The Roughness map balances matte and subtly glossy areas, reflecting the contrast between ashy charcoal and molten ember spots. Metallic content is minimal, consistent with organic charcoal’s non-metallic nature, and the Ambient Occlusion channel deepens shadowed crevices to enhance depth perception. Height and Displacement maps capture the surface’s topography, emphasizing charred ridges and fine embers’ raised details, perfect for realistic parallax or tessellation effects.
Designed for seamless tiling, this 3D texture is ideal for use in digital environments such as campfires, barbecues, or fiery backgrounds that demand authentic charcoal embers with natural micro-variations. It is fully optimized and unreal blender ready, compatible with Unreal Engine and Unity, supporting high-fidelity visual projects requiring ultra-realistic fire and ember materials. For best results, adjusting the UV scale to maintain natural ember size and fine-tuning roughness can enhance the realism of light interaction on the surface, while using height maps for subtle parallax adds immersive depth to close-up views. This texture offers a versatile and highly detailed solution for artists seeking true-to-life ember and charcoal effects in 3D scenes.
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.
