This seamless 3D texture captures the intricate interplay of fire smoke trails and delicate smoke wisps with photorealistic quality at an impressive 8K resolution. Created as a PBR (Physically Based Rendering) material, it simulates the organic flow and subtle haze characteristic of fire smoke, merging gentle, flowing patterns with natural micro-variations that enhance realism. The base substrate of this texture is an organic, gaseous matter representation, expertly crafted to emulate the semi-transparent, ethereal quality of smoke and heat distortion. In the PBR workflow, the Albedo (BaseColor) channel illustrates soft, muted greys and warm amber hues to convey the subtle fire haze, while the Normal map adds fine turbulence and swirling motion to the surface, reinforcing the sense of dynamic smoke trails. The Roughness channel balances smooth and diffuse areas, mimicking the varying density and opacity of smoke wisps, and the Metallic channel remains minimal or null, as smoke naturally lacks metallic properties. Ambient Occlusion subtly enhances depth around denser smoke clusters, and the Height/Displacement map provides slight volumetric relief, ideal for parallax effects that accentuate the texture’s three-dimensionality.
Designed with neutral lighting conditions in mind, this texture tiles seamlessly without visible edges, making it perfectly suited for digital projects such as atmospheric fire smoke effects in games, animations, and visual effects. Its high 8K resolution ensures fine detail preservation even in close-up renders, supporting workflows in Unreal Engine, Blender, and Unity with ease. The surface finish is soft and diffusive, capturing the transient and wispy nature of smoke as it drifts and dissipates. Colorants in the texture simulate the natural variations found in fire smoke, including subtle gradients of warm yellows and cool greys, achieved through layered pigment simulation rather than harsh solid colors. This layering effect contributes to the realistic perception of depth and translucency.
For optimal results, it is recommended to adjust the UV scale to achieve the desired density of smoke trails relative to your scene, as well as to fine-tune the roughness channel to control the balance between sharp and blurred smoke edges. Utilizing the Height/Displacement map with parallax settings can further enhance the illusion of volumetric depth, making the fire smoke trails and wisps appear more lifelike within your 3D environment. This seamless 3D texture of fire smoke trails and smoke wisps combines technical precision with artistic subtlety, making it a valuable asset for creating refined, atmospheric smoke effects that elevate the realism of your digital materials and compositions.
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.
