This seamless 3D texture showcases a highly detailed fire smoke plume, expertly crafted to replicate the naturalistic appearance of smoke rising from a fire. The base substrate is an organic, gaseous medium represented through advanced PBR channels that simulate the intricate interplay of smoke wisps and fire haze effects. The texture’s composition captures subtle flowing patterns and soft gradations of heat distortion, which are translated into the BaseColor/Albedo channel with delicate gradients of grayed whites, warm amber tints, and translucent charcoals. The Normal map enhances the perception of volumetric depth and swirling motion, while Roughness and Ambient Occlusion maps work together to convey the semi-transparent, diffused surface finish typical of smoke, avoiding any metallic reflections and maintaining a purely organic feel.
Rendered at an impressive 8K resolution, this texture offers exceptional clarity and fidelity, making it ideal for demanding digital media projects. It is fully optimized for seamless tiling without visible breaks, ensuring smooth repetition across large surfaces or volumes. The Height/Displacement channel subtly simulates the dynamic thickness and rising movement of the smoke plume, adding realism to atmospheric effects in real-time engines. With a neutral lighting setup and albedo-only rendering designed for maximum flexibility, this texture integrates effortlessly into workflows in Blender, Unreal Engine, and Unity, supporting a wide range of visual effects, games, and simulation environments that require authentic fire smoke appearances and atmospheric haze.
From a materials perspective, the texture mimics the ephemeral nature of smoke through carefully balanced porosity and translucency in the shaders, avoiding any hard or polished surfaces. The absence of metallic content is reflected in the Metallic map, which remains fully black, reinforcing the organic and non-reflective character of the smoke plume’s surface. Colorants are represented through soft pigment diffusion in the Albedo map, creating a lifelike gradient that transitions seamlessly from dense, dark smoke near the base to lighter, more transparent haze at the edges. For optimal results, it is recommended to adjust the UV scale to fine-tune the density of smoke wisps and to modify roughness values slightly to match the desired softness or sharpness of the smoke edges, enhancing realism in various lighting conditions.
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.
