This seamless 3D texture captures the intricate aftermath of a chemical explosion, combining layers of explosive dust with charred and burnt metal debris. The primary substrate appears as a mix of pulverized ground materials—consisting of a fine, dusty aggregate of ash, soot, and oxidized soil particles—interspersed with twisted fragments of metal that bear the hallmarks of thermal damage. These metal shards display a rough, irregular geometry with warped edges and crater-like indentations, indicative of intense heat and mechanical stress. The overall form is a dense, uneven rubble pattern, where sharp metal debris contrasts against the granular, powdery dust, creating a complex interwoven surface that simulates a chaotic post-blast environment.
Materially, the texture combines porous mineral dust with oxidized, burnt steel elements. The dust substrate exhibits a matte, highly diffuse finish with subtle microsurface variations reflecting the abrasive nature of ash and scorched earth. The burnt metal shows signs of oxidation and thermal stress, featuring a charred surface layer with a slightly metallic sheen disrupted by corrosion and roughness variations. Coloration ranges from dark grays and blacks of incinerated material to rust-like browns and deep reds from oxidized metal, with occasional hints of bluish thermal scorch. These color gradients and the interplay of surface finishes are mapped through the BaseColor (Albedo) channel, while the Normal and Height maps emphasize the fine debris relief and metal warping. The Roughness channel varies from high roughness in dusty areas to lower roughness on exposed metal fragments, adding realism to how light interacts with the surface. Metallic values are selectively assigned to metal debris, enhancing the photorealism of the burnt fragments, while Ambient Occlusion enriches shadow depth in crevices and layered rubble.
Rendered at an ultra-high 8K resolution, this PBR texture provides exceptional detail suitable for close-up views in advanced rendering engines like Blender, Unreal Engine, and Unity. The seamless tiling ensures it can cover large surfaces without visible repetition, making it ideal for creating expansive post-explosion scenes or environments requiring realistic blast damage. The height/displacement information supports parallax effects or tessellation, adding three-dimensional depth to the rubble and metal debris, while normal maps enhance subtle surface undulations.
For practical use, it is recommended to carefully adjust the UV scale to avoid overly repetitive patterns in large-scale applications, and to fine-tune the roughness channel to match specific lighting conditions—lower roughness values can simulate slightly polished burnt metal, while higher values emphasize dusty, matte areas. Blending the height map with normal maps in your material setup will improve surface realism, particularly when viewed at grazing angles, ensuring the texture maintains its photorealistic impact across various rendering environments.
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.
