Seamless 3D texture of fire veins with glowing magma PBR 8K surface free download

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

Preview — Seamless 3D texture of fire veins with glowing magma PBR 8K surface

Texture Info

IDseamless-3d-texture-of-fire-veins-with-glowing-magma-pbr-8k-surface
CategoryFire
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture presents an exquisitely detailed surface of fiery veins filled with glowing magma and molten lava, rendered in photorealistic 8K resolution with full PBR workflow compatibility. The base substrate mimics a volcanic mineral composition, combining dense crystalline rock with porous, weathered crust layers. The texture’s intricate network of fire veins is composed of naturally fractured lava flows, where fine cracks and fissures expose radiant molten magma beneath a partially solidified, oxidized surface. This layered composition is visually reinforced through subtle pigment variations resembling mineral oxides and heat-affected discoloration, creating a realistic interplay of dark volcanic stone interspersed with vibrant orange and red lava channels.*

In terms of PBR channels, the BaseColor (Albedo) map showcases the natural color gradients of cooled rock and incandescent magma, while the Normal map captures the depth of surface cracks, rough crust textures, and micro-variations in vein geometry. The Roughness channel balances between the rough, matte stone areas and the smoother, glowing lava surfaces, contributing to an authentic tactile feel. The Metallic map is minimal, emphasizing the non-metallic nature of volcanic rock, whereas the Ambient Occlusion map enhances shadowed crevices and vein recesses to boost realism. Height or Displacement maps enable pronounced relief for the lava veins and cracked crust, ideal for parallax or tessellation effects in real-time engines.*

Thanks to its 8K resolution and seamless tiling design, this texture is optimized for high-fidelity visualization in Blender, Unreal Engine, and Unity environments. It performs exceptionally well under neutral lighting and albedo-only rendering setups, making it versatile for diverse volcanic or fantasy fire scenarios that require intense, glowing lava vein visuals with natural micro-variations. For practical use, adjusting the UV scale to slightly smaller repeats enhances detail perception on large surfaces, while fine-tuning roughness can simulate wet or cooled lava effects depending on scene requirements.*

Overall, this seamless fire veins glowing magma 3D texture serves as a highly realistic and adaptable material solution for projects involving volcanic landscapes, lava flows, or fantasy environments where dynamic molten surfaces demand photorealistic detail and physical accuracy. Its comprehensive PBR channel integration and ultra-high resolution ensure a convincing representation of the complex interplay between solidified crust and radiant molten magma beneath.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.