Seamless 3d texture illustrating firestorm with intense fire vortex and thermal damage in detailed 8k pbr free download

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

Preview — Seamless 3d texture illustrating firestorm with intense fire vortex and thermal damage in detailed 8k pbr

Texture Info

IDseamless-3d-texture-illustrating-firestorm-with-intense-fire-vortex-and-thermal-damage-in-detailed-8k-pbr
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture simulates a dynamic firestorm scene dominated by an intense, swirling fire vortex and extensive thermal damage patterns. The material is primarily composed of a burnt, charred earth substrate interspersed with glowing embers and scorched debris, forming a complex mosaic of cracked, weathered soil and partially melted organic residues. The geometry follows an organic, fractured pattern with irregular fissures and warped ground surfaces, mimicking the aftermath of extreme heat exposure. This interplay of rough, cracked substrate and fluid fire elements creates a visually compelling form that balances solid, abrasive surfaces with volatile, flickering energy bursts.

The texture’s composition suggests a base layer of dense mineral-rich soil, acting as the main structural substrate, embedded with fine ash particles and carbonized fibers representing burnt vegetation. These elements are bound together by a thin layer of melted resin-like materials and soot deposits, which serve as natural binders, giving the surface a slightly cohesive but brittle quality. Porosity is evident in the form of microscopic cracks and cavities, accentuating the weathered and eroded nature of the scorched terrain. The surface finish alternates between matte, rough charred areas and glossy, incandescent fire flares, capturing the contrast between burnt ground and active incendiary effects.

In terms of PBR mapping, the BaseColor (Albedo) channel delivers rich variations from deep blacks and grays of charred earth to bright oranges and yellows of flickering flames and embers. The Normal map encodes the intricate fissures, cracks, and subtle undulations of the burnt substrate, as well as the swirling, layered structure of the fire vortex. Roughness is carefully balanced to convey the matte, abrasive qualities of scorched soil alongside glossy, glowing fire elements, while the Metallic channel remains minimal, emphasizing non-metallic organic and mineral components. Ambient Occlusion enhances depth perception by darkening cracks and crevices, and the Height/Displacement map adds realistic relief to the fractured ground and flame shapes, enhancing parallax effects when viewed at shallow angles.

Rendered at an ultra-high 8K resolution, this texture ensures exceptional detail suitable for close-up inspection and large-scale applications in 3D environments. It is fully optimized and compatible with major engines such as Blender, Unreal Engine, and Unity, facilitating seamless integration into diverse workflows involving visual effects, game environments, and architectural visualizations. For practical application, adjusting the UV scale to maintain the fine granularity of the charred soil pattern is recommended, while fine-tuning roughness values can help balance the interplay between matte burnt surfaces and glossy fire flares. Additionally, blending height and normal maps can enhance the perception of depth and realism in dynamic lighting conditions, especially when simulating heat distortion and energy bursts.

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

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