Seamless 3d texture pbr 8k burnt edges and charred marks with ash residue and smoke stains for fire damage free download

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

Preview — Seamless 3d texture pbr 8k burnt edges and charred marks with ash residue and smoke stains for fire damage

Texture Info

IDseamless-3d-texture-pbr-8k-burnt-edges-and-charred-marks-with-ash-residue-and-smoke-stains-for-fire-damage
CategoryDecals
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture, rendered in ultra-high 8K resolution, depicts a distressed surface characterized by burnt edges, charred marks, ash residue, and smoke stains—ideal for simulating fire damage on flat, plank-like substrates such as aged wood panels or weathered painted metal sheets. The base material suggests a composite of fibrous wood grain or corroded metal, where fibers and grain patterns remain partially visible beneath layers of damage. The burnt edges reveal substrate degradation with jagged, irregular contours, while charred marks and ash accumulate in slightly recessed areas, indicating localized heat exposure and material breakdown. Smoke stains and grime buildup create diffuse overlays that add depth and complexity to the surface, enhancing realism in 3D visualizations and game assets.

Compositionally, the texture combines an underlying porous substrate—either natural wood fibers or oxidized metal—with binders and adhesives that originally held paint layers intact. The paint shows significant fading and color bleeding, signaling pigment breakdown and chemical alteration from thermal stress. Surface corrosion manifests as roughened, oxidized patches with subtle pitting, contributing to increased microsurface variation. Ash residue and soot deposits form fine particulate aggregates that settle into crevices, increasing ambient occlusion shading and subtle height variation. The surface finish is predominantly matte and weathered, with some areas of semi-glossy residue where melted binders have partially re-solidified, providing nuanced roughness transitions that enhance tactile authenticity.

In PBR maps, the BaseColor (Albedo) channel captures the nuanced color shifts—from darkened burnt browns and grays to faded paint hues and soot-black overlays—while the Normal map encodes the intricate surface relief of charred cracks, ash deposits, and corrosion pits. Roughness is carefully tuned to reflect the contrast between the dry, powdery ash and the slightly glossy, heat-altered paint remnants. The Metallic channel remains low or near zero, appropriate for oxidized metals or non-metallic wood, whereas Ambient Occlusion emphasizes the depth of burnt recesses and grime-accumulated valleys. Height or Displacement maps provide subtle elevation changes, highlighting the jagged burnt edges and layered ash buildup for enhanced parallax effects in real-time engines.

This texture is optimized for seamless tiling and is fully compatible with Blender, Unreal Engine, and Unity workflows, ensuring efficient integration into diverse 3D projects. For practical application, it is advisable to adjust UV scaling to maintain realism at close camera distances and to fine-tune roughness values to balance between matte ash-covered areas and residual glossy paint patches. Blending height and normal maps can further enhance the perception of depth on flat surfaces, especially when used with parallax occlusion mapping or tessellation techniques.

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.