This seamless 3D texture meticulously represents the intense visual phenomena of a detonation flash, complete with an expanding shockwave and scattered explosive residue. The underlying material mimics a composite of scorched metallic and carbonized mineral substrates, reflecting the aftermath of a high-energy blast. The base surface appears as a fractured, uneven alloy matrix embedded with fine particulate aggregates—blast fragments and ash-like grains—held together by a heat-fused silicate binder. This composition creates a rugged, porous structure exhibiting subtle micro-cracks and thermal erosion typical of explosive impacts. The surface finish ranges from matte, oxidized metal patches to areas with a faintly polished sheen where molten residues have resolidified, producing varied reflectivity across the texture.
In terms of form, the texture features a chaotic but continuous pattern of radial shockwave ripples emanating from the detonation center, overlaid with irregular clusters of explosive residue and fragmented debris. These geometric distortions simulate pressure wave dynamics and energy bursts, with fine gradations in height and displacement maps accentuating the three-dimensional relief of blast craters and scorched flares. The fire flare and thermal scorch zones display subtle gradations of warm pigmentations—deep oranges to smoky grays—contrasted against the cooler, darkened metal tones. This intricate layering provides nuanced BaseColor (Albedo) data, while the Normal and Height maps capture the crisp undulations and surface roughness variations caused by intense heat and mechanical stress.
The texture’s PBR channels are carefully balanced to enhance realism: the BaseColor channel conveys the complex coloration from scorched metals and charred mineral deposits; the Normal map defines sharp edges of blast fragments and shockwave ripples; Roughness varies from high (matte, oxidized regions) to moderate (resolidified molten zones), avoiding uniformity; Metallic values are selectively applied to simulate exposed metal shards among the residue; Ambient Occlusion deepens crevices and overlapping debris for depth; and Height/Displacement maps emphasize volumetric distortion for enhanced parallax effects. This level of detail is captured at an 8K resolution, ensuring crispness and fidelity even in close-up renders, suitable for integration in Blender, Unreal Engine, and Unity workflows.
For practical usage, it is recommended to adjust the UV scale to maintain the texture’s seamless radial flow without visible repetition, especially in large-scale environments. Fine-tuning roughness can help balance between polished and matte areas, depending on lighting conditions. Additionally, blending the height map subtly with normal maps can improve depth perception without causing excessive geometry displacement, which is beneficial for real-time applications. This texture is optimized primarily as an albedo-driven material with neutral lighting, providing flexibility across diverse rendering pipelines and ensuring compatibility in various 3D visualization scenarios involving explosive effects.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
