Seamless 3d texture pbr 8k molten lava crust with magma flow details free download

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

Preview — Seamless 3d texture pbr 8k molten lava crust with magma flow details

Texture Info

IDseamless-3d-texture-pbr-8k-molten-lava-crust-with-magma-flow-details
CategoryFire
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture in stunning 8K resolution showcases a highly detailed PBR surface of molten lava crust with vivid magma flow details, perfectly suited for volcanic and fiery terrain models. The material composition simulates a complex volcanic substrate, where a hardened mineral crust of oxidized basaltic rock overlays a dynamic, semi-fluid magma core. The crust's rough, blistered surface exhibits natural porosity and weathering effects, with cracks and fissures glowing with intense thermal energy. Dark iron oxide pigments and mineral deposits color the crust in deep charcoals and burnt siennas, contrasting sharply against the vibrant reds and oranges of flowing magma veins beneath. This interplay of mineral layers and molten pockets creates an organic, textured finish that reflects the raw power and heat of volcanic activity. The texture’s photorealistic surface finish appears rough and fractured yet retains a subtle heat shimmer that enhances realism.

In PBR channels, the BaseColor/Albedo captures the dark lava crust with mottled black and gray tones interspersed with bright magma reds and fiery oranges, accurately representing mineral pigmentation and heat glow. The Normal map intricately defines the blistered crust, fissures, and flowing magma veins, giving pronounced surface depth and tactile roughness. Roughness values vary naturally, with the crust showing a matte, weathered finish while the molten magma exhibits slightly lower roughness to simulate heat-induced glossiness. The Metallic channel remains near zero, reflecting the non-metallic nature of volcanic rock, while Ambient Occlusion enhances the deeper cracks and fissures for added depth. Height/Displacement maps enable realistic surface relief, emphasizing the rugged, uneven lava crust with raised ridges and sunken magma flows that respond dynamically to lighting.

Designed for seamless tiling, this texture ensures natural micro-variations in the fire aura and heat-affected zones, making it ideal for creating expansive volcanic landscapes in Blender, Unreal Engine, and Unity. Its high-resolution 8K quality offers exceptional detail even at close camera distances. For optimal results, it is recommended to adjust the UV scale to maintain visible detail without repetition and to fine-tune roughness values to balance between matte crust and glowing magma effects. Additionally, employing height or parallax mapping can greatly enhance the perceived depth of fissures and flowing magma veins, enriching the immersive experience of fiery terrain models.

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

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