This seamless 3D texture represents a complex terrain composed primarily of charred rubble and burnt earth, formed in the aftermath of an explosion. The base material mimics a mixture of fragmented concrete, ash, and soil, fused with remnants of scorched organic matter. The substrate is rough and uneven, featuring angular rubble pieces interspersed with compacted dirt and fine particulate ash. The geometric form is irregular and jagged, with fractured edges and scattered debris creating a natural, chaotic pattern rather than a repetitive or uniform tiling. This randomness is carefully preserved within the seamless design to ensure authenticity when applied to large surfaces.
The composition suggests a blend of mineral aggregates—such as crushed stone and sand—bound by a burnt, carbon-rich matrix that resembles incinerated soil and residual binder materials from destroyed structures. Thermal scorch and explosive residue deposits appear as darker, almost blackened patches with subtle variations in roughness and height, capturing both surface erosion and incineration effects. The texture exhibits moderate porosity, with micro-cracks and fissures visible in the height and normal maps, indicating weathering and material breakdown from intense heat and blast forces. The surface finish is matte with sporadic patches of glossy char, representing partially vitrified or melted fragments amid otherwise dry, ashen terrain.
Within the PBR workflow, the BaseColor (Albedo) channel conveys a rich palette of muted grays, burnt siennas, and deep blacks, reflecting the burnt ground and rubble colors without artificial gloss. The Normal map encodes the highly detailed surface relief of rubble edges, cracks, and pockmarks, essential for realistic light interaction and shadowing. Roughness values vary to represent the contrast between rough, porous ash and smoother, melted scorch marks, while the Metallic channel remains near zero due to the non-metallic nature of the materials. Ambient Occlusion enhances depth perception around crevices and layers of debris, and the Height/Displacement map supports subtle parallax effects by simulating elevation differences between rubble fragments and the underlying burnt earth.
Rendered at an ultra-high 8K resolution, this texture ensures exceptional detail and sharpness suitable for professional applications in Blender, Unreal Engine, and Unity. The 8K maps preserve fine surface nuances even at close camera distances, making it ideal for realistic environment creation in post-explosion scenes. Users are advised to carefully adjust UV scale to avoid noticeable repetition despite the seamless design, and to fine-tune roughness values to balance between matte soil and glossy burn patches depending on lighting conditions. Combining the height map with normal blending can add extra depth perception, enhancing the tactile quality of the rubble and scorched ground surfaces in real-time 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)
- 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.
