Photorealistic Magma Texture free download

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

Preview — Photorealistic Magma Texture

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

The Photorealistic Magma Texture is a meticulously crafted tileable material designed to replicate the intense molten surface of volcanic lava. Its base substrate evokes a combination of mineral-rich semi-molten rock with organic flow patterns capturing the dynamic interplay between solidified crust and glowing magma beneath. The texture’s composition reflects a heterogeneous blend of fine-grained mineral aggregates and semi-fluid silicate binders resulting in a porous yet cohesive surface. This natural variability is enhanced by subtle weathering effects and microfractures which lend realism and depth. Surface finish oscillates between matte rough basaltic crust and glossy molten lava pools achieved through careful layering of colorants including iron oxide pigments and natural mineral dyes that create deep reds oranges and charred blacks. These elements come together to form a highly authentic volcanic surface ideal for physically based rendering (PBR) workflows.

In PBR channels this photorealistic magma texture excels at conveying material complexity: the BaseColor/Albedo channel features rich dynamic hues blending glowing embers with dark cooled rock. The Normal map captures intricate surface irregularities and flow ridges enhancing tactile realism. Roughness varies naturally across the texture reflecting the contrast between smooth molten areas and rough solidified crust. The Metallic channel is predominantly non-metallic to reflect the mineral composition while Ambient Occlusion intensifies crevices and fissures emphasizing depth and shadow. Height/Displacement maps provide subtle elevation changes that enhance parallax effects crucial for immersive close-up renders. This texture is available in ultra-high resolution up to 8K ensuring crisp detail retention even on large UV islands making it perfect for environment art architectural visualization and concept prototyping.

Built for modern pipelines the seamless photorealistic magma texture integrates seamlessly into Blender Unity and Unreal Engine projects supporting fast iteration loops and immediate out-of-the-box usability. Its tileable design maintains clarity and cohesion without visible seams allowing flexible UV scaling to match texel density across assets. For optimal results it’s recommended to keep UV layouts uniform and adjust roughness values to balance the molten glow with cooled rock surfaces while subtle height map tuning can enhance parallax depth in close camera views. This AI-generated texture prioritizes micro-detail and structural consistency providing a convincing production-ready lava surface that elevates the visual authenticity of any 3D scene.

This tileable photorealistic magma texture features detailed lava textures with AI-enhanced precision providing a realistic 3D preview for seamless integration in PBR material 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.