Burning Molten Surface Texture free download

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

Preview — Burning Molten Surface Texture

IDburning-molten-surface-texture
Lava
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Burning Molten Surface Texture offers a meticulously crafted representation of a volcanic lava crust featuring a dynamic interplay between glowing molten rock and solidified mineral deposits. This texture mimics a natural composite material where the base substrate consists of highly viscous silicate minerals fused with iron- and magnesium-rich oxides creating a dense semi-crystalline surface. The texture’s composition includes fine granular aggregates and irregular vesicles that simulate trapped gas bubbles contributing to its porous rugged appearance. The surface finish captures a partially vitrified oxidized layer with areas of molten fluidity that suggest ongoing thermal activity enhanced by subtle variations in colorants ranging from deep charcoals and metallic blacks to vibrant reds oranges and yellows that reflect oxidation states and heat gradients.

In terms of PBR channels the BaseColor/Albedo map reveals rich fiery hues combined with darkened cooled rock patches providing depth and realism. The Normal map captures intricate surface undulations and cracked lava flows emphasizing the coarse grain orientation and micro-fissures inherent in molten rock. Roughness values vary across the texture with smoother glass-like molten areas contrasting against rough cooled crust segments while the Metallic map is generally low emphasizing the non-metallic nature of volcanic minerals but with subtle specular highlights where oxidation layers catch light. Ambient Occlusion enhances the perception of depth within cracks and crevices and the Height/Displacement map provides realistic relief for 3D surfaces simulating the uneven crusted topography of lava fields.

Rendered at an ultra-high resolution of up to 8K this seamless burning molten surface texture is optimized for use in Blender Unreal Engine and Unity ensuring flawless tiling and consistent detail across large areas without visible seams or artifacts. This AI-generated texture is tuned for clarity and stability avoiding common issues such as repetitive patterns or blurring that can detract from realism in large-scale renders. When integrating this texture into your projects adjusting the roughness and normal intensity to match your scene’s lighting conditions is recommended to maintain a grounded and immersive appearance. For best results scale the UV coordinates carefully to preserve the intricate details of the molten surface and enhance the impact of height and parallax effects in close-up views.

The tileable burning molten surface texture features a highly detailed burning molten surface texture created with AI offering realistic lava textures and a 3D preview for accurate material visualization in PBR workflows.

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.