This seamless 3D texture showcases an intricate surface inspired by the energetic interplay of fire sparks and dynamic fire bursts, rendered in photorealistic 8K resolution using physically based rendering (PBR) techniques. The material composition suggests a complex organic substrate, mimicking the granular and porous nature of burning embers fused with fine ash particles. The base layer can be envisioned as a composite of mineral-rich carbonized matter bonded with natural resins, creating an irregular yet cohesive surface. Micro-variations across the texture simulate the natural randomness of glowing sparks and fiery whip effects, enhanced by subtle variations in grain orientation and surface roughness that emulate heat-distorted surfaces. The finish appears matte with delicate gloss highlights, reflecting the scattering and absorption characteristics of real charred materials and incandescent fireballs.
In the PBR channels, the BaseColor (Albedo) map captures vivid shades of burning orange, deep reds, and glowing yellows, enriched with darker charred tones to convey depth and intensity. The Normal map introduces fine surface relief, emphasizing the textured sparks and the gentle undulations of the fire burst shapes, while the Roughness channel balances areas of smooth incandescence against more diffuse, matte blackened regions, enhancing realism. The Metallic channel remains minimal or neutral, as the surface simulates organic and mineral elements rather than metals. Ambient Occlusion adds subtle shadows within crevices and spark clusters, supporting visual depth, and the Height (Displacement) map provides additional surface variation reflecting the raised embers and flickering fire effects, crucial for achieving immersive visuals in 3D environments.
Designed for seamless tiling, this texture is optimized for high-fidelity use in digital media and is fully compatible with leading 3D software such as Blender, Unreal Engine, and Unity. Its 8K resolution ensures crisp detail even at close range, making it ideal for applications requiring dynamic fire spark bursts and fiery motion effects that enhance the realism of interactive or cinematic scenes. For best results, it is recommended to adjust the UV scale to maintain the natural size of sparks and fire streaks without distortion, and fine-tune the roughness map to match the lighting conditions of your scene, whether simulating a glowing ember or a smoky, diffused fire glow. This approach helps maintain the texture’s balance between vivid illumination and natural surface detail, ensuring a visually compelling and believable fire effect in immersive environments.
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.
