Wet Lava Texture free download

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

Preview — Wet Lava Texture

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

The Wet Lava Texture is a meticulously crafted AI-generated seamless texture that captures the dynamic essence of molten rock with a wet glossy surface finish. This texture simulates the intricate composition of lava’s base substrate combining a viscous mineral matrix with subtle organic residues and fine-grained volcanic ash. The surface features a natural interplay of smooth polished areas where the lava has cooled and solidified alongside rough porous sections that hint at ongoing weathering and cooling processes. Dark iron oxide pigments intermixed with deep reds and blacks create a rich variegated color palette while fine crystalline structures provide an authentic granular appearance. These details translate vividly across PBR channels: the BaseColor/Albedo reveals the nuanced color variations the Normal map emphasizes the undulating surface relief and the Roughness channel balances the wet sheen against matte cooled crust areas. Minimal metallic reflections keep the focus on the organic mineral quality while Ambient Occlusion and Height maps add depth and volumetric realism to the pattern.

Designed for high-resolution workflows this tileable wet lava texture supports up to 8K resolution ensuring exceptional clarity and detail even on expansive surfaces. It is optimized for seamless tiling which allows artists and developers to cover vast terrain or material areas without visible repetition or artifacts that often disrupt immersion. The texture integrates smoothly with popular 3D software such as Blender Unreal Engine and Unity enabling real-time scene assembly cinematic rendering level dressing and material studies with minimal setup. Its AI generation process has been carefully tuned to avoid common issues like repetitive patterns and unnatural sharpness providing a stable and reliable asset for both personal and commercial projects.

For practical application consider adjusting the UV scale to maintain the fine-grained detail across different model sizes ensuring the wet lava’s natural flow and texture complexity are preserved. Additionally subtle tuning of the roughness channel can enhance the wet appearance by increasing glossiness in areas meant to simulate molten or freshly cooled lava while keeping other regions matte to reflect solidification. Incorporating a light normal pass and ambient occlusion map further enriches surface breakup and depth without overwhelming the visual coherence allowing for a versatile and realistic material that accelerates creative workflows and delivers immersive results.

This seamless wet lava texture offers a highly detailed PBR appearance with realistic wet lava texture qualities perfect for AI-generated lava textures and 3D preview applications.

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.