This seamless 3D texture captures the intense moment of explosive ignition transitioning into a fiery storm, characterized by dynamic burning fragments and vivid thermal damage. The underlying material can be understood as a composite substrate resembling scorched, cracked earth mixed with charred metallic debris, giving rise to a rugged, irregular geometric pattern. The form is irregular and fractured, simulating shattered surfaces and molten residue, which creates a natural but chaotic tessellation ideal for explosions and blast effects. The texture’s granular base includes ash-like aggregates and fine particulate matter embedded in a partially fused matrix, reflecting the physical aftermath of incendiary events.
The base material appears to be a combination of oxidized metal and brittle mineral-rich soil, bound by a thermally altered silicate glaze that provides subtle glossiness amid matte, soot-covered areas. Pigmentation varies from deep blacks and grays to intense orange-reds and yellows, mimicking glowing embers and fire flares. These colors are achieved through layered pigment channels within the albedo map, emphasizing both fresh ignition points and older, cooled scorch marks. Surface roughness fluctuates across the texture, with smoother, molten patches contrasted against coarse, cracked zones, resulting in a realistic interplay of light and shadow. The texture’s porosity is moderate, with visible cracks and pits that convey weathering from extreme heat and blast pressure.
In terms of PBR channel usage, the BaseColor (Albedo) map delivers the essential firestorm hues and burnt substrate tones without baked-in lighting, ensuring adaptability under varied scene illumination. The Normal map encodes fine surface details such as fissures, fragment edges, and subtle embossing of blast scorch patterns, enhancing depth perception. Roughness defines the variance between smoldering glossy areas and ashy matte regions, while the Metallic channel is selectively applied to simulate oxidized metal shards among the debris. Ambient Occlusion strengthens shadowing within cracks and recesses, adding volumetric depth, and the Height (Displacement) map provides realistic surface relief for parallax or tessellation effects, accentuating the fragmented geometry.
Rendered at an ultra-high 8K resolution, this texture supports intricate detail capture, making it ideal for high-fidelity environments and cinematic visual effects. It is fully compatible with Blender, Unreal Engine, and Unity, facilitating seamless integration into various 3D workflows and real-time applications. When implementing this texture, it is advisable to adjust UV scale carefully to maintain the balance between visible detail and tiling repetition. Additionally, fine-tuning roughness can help emphasize either the wet, molten areas or the dry, burnt surfaces depending on the scene’s lighting. Combining height mapping with normal blending also enhances the perception of depth and surface complexity, especially when used with tessellation or parallax occlusion techniques.
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.
