Seamless 3d texture pbr 8k sparkling firework explosions with sparkling fireworks sparks for new year free download

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

Preview — Seamless 3d texture pbr 8k sparkling firework explosions with sparkling fireworks sparks for new year

IDseamless-3d-texture-pbr-8k-sparkling-firework-explosions-with-sparkling-fireworks-sparks-for-new-year
New Year
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a high-fidelity depiction of firework explosions and sparkling fireworks sparks, rendered in an impressive 8K resolution. The base material can be interpreted as a complex composite of luminous gases and particulate matter suspended in the night sky, simulated through a layered volumetric approach. Geometrically, the pattern resembles an irregular yet balanced dispersion of light bursts and glowing embers, creating a dynamic and organic composition that mimics the chaotic yet beautiful formations of real firework displays. The texture’s underlying form is non-repetitive but engineered to tile seamlessly, allowing for continuous application across expansive digital canvases without visible seams or distortions.

From a material perspective, the substrate appears as a translucent smoky atmosphere with embedded fine particulate aggregates representing sparks and embers. These elements are visually bound by a subtle glow effect that functions like a luminous adhesive, simulating the energy and heat diffusion during an explosion. The surface finish is effectively matte with localized glossy highlights where the sparkle flare and light bursts occur, providing a nuanced interplay between rough and smooth regions. Pigmentation involves a palette of vibrant whites, yellows, oranges, and subtle hints of blues and purples to emulate real firework color gradations, distributed via the BaseColor (Albedo) channel. The Normal map enhances surface detail by creating micro-variations in light interaction that simulate the volumetric depth of the sparks and embers.

Roughness values vary across the texture to replicate areas of intense light emission and cooler, diffused smoke, with lower roughness in the bright sparkler light zones and higher roughness in the surrounding smoky regions. The Metallic channel remains minimal or neutral since the subject is non-metallic, but subtle specular reflections are achieved through the Roughness and Normal maps. Ambient Occlusion is used to deepen the contrast between clustered embers and the darker background, enhancing the perception of depth and layering. Height or Displacement maps provide slight surface relief to reinforce the three-dimensionality of the explosion forms, allowing for realistic parallax effects when applied in compatible engines.

This texture is fully optimized for use in Blender, Unreal Engine, and Unity, supporting physically based rendering workflows with all necessary PBR channels included. The 8K resolution ensures exceptional detail and clarity even on large-scale surfaces or close-up views, making it suitable for high-end visualizations and cinematic effects. For optimal results, it is recommended to carefully adjust the UV scale to maintain the balance between detail density and tiling repetition, and to fine-tune roughness maps to control the intensity of the celebration glow and sparkle flare. Additionally, blending height and normal maps can enhance the realism of light bursts and sparks without overburdening rendering performance.

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.


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