Seamless 3d texture capturing shock crack and compressed air blast effects from explosive detonation in 8k pbr free download

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

Preview — Seamless 3d texture capturing shock crack and compressed air blast effects from explosive detonation in 8k pbr

Texture Info

IDseamless-3d-texture-capturing-shock-crack-and-compressed-air-blast-effects-from-explosive-detonation-in-8k-pbr
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture captures the complex interplay of shock cracks and compressed air blast effects resulting from an explosive detonation, rendered at an impressive 8K resolution. The underlying material simulates a fractured, high-density composite substrate resembling scorched concrete or hardened earth, fractured by immense pressure waves. This base is characterized by a rough, granular aggregate embedded within a brittle binder matrix, creating a network of fine fissures and radial cracks that radiate outward from the detonation point. The geometric form suggests a fractured planar surface, punctuated by irregular shock cracks and subtle undulations representing compressed air blast ripples, giving the texture a dynamic, organic feel suitable for realistic explosion damage depiction.

In terms of composition, the substrate mimics a mixture of siliceous aggregates and mineral binders, which have been thermally altered by the explosive energy to include thermal scorch patterns and energy bursts visible as subtle discolorations and charred edges. The texture’s surface finish is matte with areas showing thermal oxidation and slight charring, which enhances the natural variation in roughness and reflectivity. The albedo (BaseColor) channel reflects muted earth tones interspersed with darkened scorch marks and burnt orange highlights from the fire flare and detonation flash elements. The Normal map accentuates the intricate crack geometry and compressed air blast ripples, providing depth and dynamic surface detail. Roughness varies across the surface, with smoother patches near the detonation center contrasting against rougher, weathered crack edges. The Metallic channel remains near zero, consistent with non-metallic substrate materials, while Ambient Occlusion enriches shadowing within fissures and crevices. Height and Displacement maps provide fine relief detail of the cracks and compressed air waves, enabling realistic parallax effects.

This texture is fully optimized for physically based rendering workflows and is compatible with Blender, Unreal Engine, and Unity. Its high 8K resolution ensures exceptional detail even when viewed up close, making it ideal for cinematic visual effects, simulation environments, or high-fidelity game assets requiring authentic explosive damage representation. The seamless nature of the texture allows for flexible tiling without visible repetition, suitable for large-scale scenes or layered composite materials.

For practical implementation, it is recommended to carefully adjust the UV scale to balance between the visibility of fine crack details and overall surface coherence. Additionally, tuning the roughness channel can help achieve the desired contrast between scorched and unscorched areas, while blending height and normal maps enhances the perception of depth and surface irregularities, especially when combined with parallax mapping techniques. This approach ensures that the explosive impact visuals maintain a convincing level of realism across various lighting conditions and rendering engines.

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.