This seamless 8K PBR texture intricately combines the raw materials and complex forms characteristic of a blazing inferno aftermath. At its core, the substrate mimics scorched, fibrous fabric remnants interlaced with granular hot coals, producing a layered composition that balances softness and brittle char. The burnt fabric’s weave pattern subtly emerges as a distorted, warped textile mesh, partially degraded by intense heat, revealing frayed fibers and underlying ash deposits. Embedded within this matrix, irregularly shaped coal fragments exhibit a porous, cracked geometry, conveying both depth and material fatigue. The overall form is non-uniform yet continuous, allowing for seamless tiling without visible repetition, essential for large-scale 3D scene applications.
Material composition is carefully represented through PBR channels to simulate the interplay of light, texture, and heat damage. The BaseColor (Albedo) channel captures the gradient from deep ebony char to glowing ember reds and burnt oranges, interspersed with dull grays of gunpowder residue and ash. The Normal map accentuates the fabric’s fibrous relief and the rugged, cracked surface of coals, enhancing tactile realism. Roughness is varied: the burnt fabric areas show a matte, uneven finish due to soot and ash accumulation, while hot coals possess a semi-glossy, heat-glazed sheen. A non-metallic profile dominates, with minimal metallic values reflecting occasional mineral traces in the coals and residues. Ambient Occlusion deepens crevices and fabric folds, reinforcing volume under diffuse lighting. Height and Displacement maps define subtle surface undulations, emphasizing fabric shrinkage and coal fissures, critical for realistic parallax and geometric detail.
This texture is optimized for high fidelity use in Blender, Unreal Engine, and Unity, supporting 8K resolution to maintain crisp detail even at close camera distances. The seamless tileability enables flexible application across various object scales, from small debris to large terrain patches. When integrating this texture, adjusting UV scale is recommended to match the scale of the environmental elements realistically—too large a scale can diminish the fabric’s weave detail, while too small can overemphasize noise. Additionally, fine-tuning roughness levels can simulate varying soot density and moisture from extinguishing effects, enhancing scene authenticity. For advanced shading, blending height and normal maps can produce convincing depth without heavy geometry, improving performance while preserving visual complexity.
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.
