This seamless 3D texture presents a highly detailed depiction of volatile gases in the throes of combustion, culminating in a fiery explosion characterized by a glowing fireball core and a dense surrounding smoke plume. The material composition suggests a dynamic gaseous substrate, where the base consists of rapidly expanding superheated gases interspersed with incandescent particulate matter. These particles act as fine aggregates suspended within the volatile medium, contributing to the texture’s granular intensity and subtle variations in opacity and translucency. The texture’s form emulates turbulent fluid dynamics, with swirling flames and smoke arranged in complex, organic patterns that reflect the chaotic nature of explosive ignition. The geometry is inherently amorphous but exhibits a layered structure, where the fireball’s incandescent core transitions outward into smoky veils and thermal scorch marks, creating a volumetric effect captured through clever height and normal mapping techniques.
Physically based rendering (PBR) channels are meticulously crafted to enhance realism at an 8K resolution level, ensuring detailed clarity even on large surfaces. The BaseColor (Albedo) channel uses a rich palette blending intense oranges, yellows, and reds within the fireball core, gradually fading into smoky grays and charred blacks along the plume’s edges. This gradient effectively simulates the incandescent-to-extinguished transition seen in combustion events. The Normal map encodes fine turbulence and volumetric folds of the smoke and flame, contributing depth and surface irregularities that catch light dynamically. Roughness values vary across the texture, with the fireball core exhibiting a smooth, almost glowing surface finish, while the outer smoke plume adopts a higher roughness to suggest diffuse light scattering through particulate matter. Metallic properties are minimal or null, as the subject is gaseous and non-metallic by nature, but subtle ambient occlusion enhances shadowing in denser smoke areas, providing volumetric depth. Height and displacement maps emphasize the layered combustion structure, offering parallax effects that reinforce the illusion of a three-dimensional, volumetric explosion.
This texture is optimized for seamless tiling, allowing continuous application on varied 3D geometries without visible repetition, making it ideal for use in Blender, Unreal Engine, and Unity environments. Its neutral, albedo-only lighting setup ensures flexible integration into scenes with diverse lighting conditions, supporting physically accurate reflections and shadows when combined with appropriate engine lighting models. The texture’s high resolution supports close-up inspection without pixelation, crucial for visual effects that demand photorealistic explosion visuals.
For practical use, it is recommended to carefully adjust the UV scale when applying the texture to large surfaces to avoid over-repetition and to fine-tune the roughness channel to control the balance between glossy fireball highlights and matte smoke regions. Additionally, blending the height map with normal maps can enhance parallax effects, creating a convincing depth illusion that enhances the explosive and incendiary appearance in real-time rendering or animation workflows.
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.
