Seamless 8k PBR 3d texture displaying fire flare with scorched earth and gunpowder residue free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 8k PBR 3d texture displaying fire flare with scorched earth and gunpowder residue

Texture Info

IDseamless-8k-pbr-3d-texture-displaying-fire-flare-with-scorched-earth-and-gunpowder-residue
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR texture depicts the aftermath of a powerful explosion, combining a complex interplay of materials and forms that evoke a dynamic fire flare scene. The base material is primarily scorched earth, exhibiting a rough, uneven terrain composed of fine-grained soil and fragmented rock particles fused with residual gunpowder deposits. This substrate has a naturally porous and cracked surface, indicating intense thermal stress and partial combustion. Overlaid on this are layers of dark cinder piles and blast fragments, which add volumetric depth and a coarse granular pattern, while charred metal scraps appear sporadically, characterized by oxidized, warped surfaces reflecting the intense heat exposure.

The texture’s composition reveals a nuanced layering of materials: the scorched earth serves as a natural aggregate bound together by carbonized organic residues and mineral ash acting as binders, resulting in a brittle yet structured form. Gunpowder residue and pyrotechnic sparks manifest as fine particulate matter scattered across the surface, contributing subtle highlights and irregularities. The fire smoke is visually represented by diffuse, semi-transparent overlays that soften edges and suggest rising heat waves. In terms of surface finish, the texture balances matte, rough patches of burnt earth with sporadic, slightly reflective charred metal, achieved through oxidization and surface pitting.

Mapped meticulously to PBR channels, the BaseColor (Albedo) captures the deep blacks, burnt oranges, and ash grays of the scorched earth and metal, while the Normal map conveys the intricate relief of cracked soil, fractured blast debris, and warped metallic surfaces. Roughness is varied across the texture to reflect the contrast between the coarse, dry earth and the smoother, oxidized metal fragments. The Metallic channel highlights the sparse charred metal elements, providing subtle specular feedback. Ambient Occlusion enhances the depth of crevices and shadowed fragments, and the Height/Displacement map emphasizes surface irregularities such as cracks, cinder mounds, and embedded fragments, adding realism when applied with parallax or tessellation techniques.

Designed for seamless tiling at an 8k resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring high-fidelity detail even in close-up explosion and fire visual effects. For practical application, careful UV scaling is recommended to maintain the natural scale of soil granularity and blast debris, while fine-tuning roughness values can help balance the interaction between matte scorched earth and reflective charred metal. Additionally, blending height and normal maps can enhance the perceived depth of fractured surfaces without heavy geometry, maximizing performance without sacrificing realism.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.