This seamless 3D texture simulates a dynamic explosion surface characterized by vivid fire flare and explosive flare effects. The underlying material evokes a complex composite of thermally altered substrates, resembling scorched and fractured mineral-rich rock intermixed with molten slag layers. The base appears as a rugged, porous volcanic stone with embedded crystalline aggregates that reflect intense heat exposure. The substrate is bound by a partially vitrified matrix, mimicking the fusion of mineral grains and silicate glass formed through high-temperature combustion. This composite structure is punctuated by fissures and cavities that enhance the texture’s depth and realism, while the surface finish combines rough, matte areas with sporadic polished, glossy zones where molten residues have cooled and solidified.
Color-wise, the texture employs a carefully balanced palette of deep charcoals, ember reds, and bright yellows, layered with thermal scorch gradients that transition smoothly across the surface. The fire flare and explosive flare bursts manifest as radiant, semi-transparent tongues of flame, glowing embers, and scattered fire sparks, creating a vivid energy burst effect. These elements are embedded within the texture’s Normal and Height maps to simulate the undulating, three-dimensional relief of flames licking across the substrate. The Roughness channel varies between high values in cooled, ashy regions and lower values near active flare zones to replicate the difference between matte burnt rock and glowing molten surfaces. The Metallic channel remains minimal, reflecting the non-metallic nature of the volcanic substrate, while Ambient Occlusion enhances the perception of depth within fissures and crevices formed by explosive fragmentation.
Rendered at an 8K resolution, this texture ensures exceptional detail and crispness, suitable for high-fidelity projects in Blender, Unreal Engine, and Unity. The high resolution allows for close-up inspection without loss of clarity, capturing subtle details such as fire sparks and thermal gradients. The texture’s seamless tiling capability facilitates consistent application over large surfaces or complex geometries without visible repetition or seams, making it ideal for dynamic explosion simulations or environmental effects in games and animations.
For practical integration, it is recommended to carefully adjust UV scaling to align flare bursts with model contours, avoiding stretched or compressed details. Fine-tuning the roughness map can help balance the contrast between matte burnt areas and glossy molten highlights, enhancing material realism. Additionally, blending height and normal maps can improve parallax effects, accentuating the depth of fire tongues and fissures, which contributes to a more immersive, three-dimensional explosion visualization.
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.
