This seamless 3D texture captures the intricate surface of pyroclastic molten rock with exceptional photorealistic detail in 8K resolution, designed specifically for PBR workflows. The material simulates a complex volcanic crust composed of cooled lava layers fused with glowing fissures of radiant fire. At its core, this texture represents a natural mineral-rich substrate, where fine volcanic ash and fragmented rock aggregate form a rugged, porous surface. The interplay of oxidized iron and mineral pigments creates deep reds, blacks, and subtle orange hues, evoking the intense heat and chemical weathering of an active volcanic terrain. The surface finish combines rough, cracked lava crust with glowing molten veins, reflecting varying degrees of emissive heat and radiant energy that define pyroclastic flow visuals in both fantasy landscapes and scientific simulation projects.
Within the PBR channel setup, the BaseColor or Albedo map delivers the rich coloration of natural volcanic rock, highlighting the matte, ash-encrusted areas alongside glowing fire veins embedded within cracks. The Normal map encodes the fine micro-variation of the lava crust’s fractured texture and fissures, enhancing the tactile depth of the surface. Roughness values vary across the material, with higher roughness on the dry, crusted rock and lower roughness where molten rock appears freshly cooled or semi-fluid, allowing for subtle specular highlights. The Metallic channel remains minimal, reflecting the non-metallic nature of the silicate-based volcanic material. Ambient Occlusion emphasizes shadowing within deep fissures and cracks, adding realism to the rugged topography. Height and Displacement maps accurately represent the pronounced relief of the lava crust and fire fissures, enabling enhanced parallax effects and surface detail when applied in modern engines.
Optimized for use in Unreal Engine, Blender, and Unity, this 8K pyroclastic molten rock texture ensures seamless tiling with neutral, albedo-only lighting to maintain consistency across various lighting environments. It’s perfectly suited for volcanic terrain creation, fantasy fire landscapes, or any project requiring high-fidelity, detailed pyroclastic flow visuals. When applying the texture, adjusting UV scale to a moderate level preserves the natural grain and crack patterns without distortion, while tuning roughness can help balance the visual contrast between cooled rock and glowing molten fissures. Leveraging the height map for subtle parallax displacement enhances the immersive quality of lava cracks and radiant veins, making it ideal for both real-time rendering and offline simulations.
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.
