Seamless 8k PBR 3d texture of ash particles with spark shower and flame burst in explosion free download

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

Preview — Seamless 8k PBR 3d texture of ash particles with spark shower and flame burst in explosion

Texture Info

IDseamless-8k-pbr-3d-texture-of-ash-particles-with-spark-shower-and-flame-burst-in-explosion
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR texture captures the complex interplay of ash particles suspended within a dynamic spark shower and intermittent flame bursts, embodying the raw energy of an explosion's aftermath. The underlying material resembles a fine-grained volcanic ash substrate, composed primarily of compacted silicate minerals and carbon-rich residues. Within this base, delicate aggregates of incandescent incendiary sparks scatter irregularly, creating a semi-random distribution of glowing embers that contrast against the matte ash. The surface presents a fractured, porous form, with micro-cracks and fissures indicative of rapid cooling and shockwave impact, while subtle scorch marks and blast crater depressions introduce additional topographical variation. The overall geometry suggests a naturally eroded, uneven terrain rather than a uniform planar form, emphasizing depth and realism in the explosion debris.

From a materials perspective, the texture emulates a heterogeneous composite where the ash particles serve as a granular substrate bonded by residual heat-sintered mineral binders. These binders lend a slightly rough, matte finish, visible in the Roughness map as moderate to high roughness values, simulating the diffuse scattering of light on the ashy surface. The Normal map encodes the fine particulate relief and crater edges, enhancing the tactile feel of the pitted and cracked form. The BaseColor channel features a muted palette of grays, charcoals, and subtle ochres, punctuated by orange and amber highlights in the spark shower and flame bursts, representing localized incandescence and combustion pigments. The Metallic map remains largely neutral, reflecting the non-metallic nature of the ash and organic residues, while Ambient Occlusion accentuates crevices and recesses, reinforcing the perception of depth and layering. Height and Displacement maps faithfully reproduce the crater basins and shockwave ripple effects, critical for achieving realistic parallax and relief in 3D renders.

Designed for optimal performance and visual fidelity, this texture is fully compatible and ready to deploy in Blender, Unreal Engine, and Unity workflows. Its 8k resolution ensures exceptional detail capture, suitable for close-up shots and high-definition cinematic sequences where fine particulate matter and explosive residue demand accurate representation. The seamless tiling capability ensures continuity across large surfaces without visible repetition, essential for expansive environment builds or complex particle system overlays.

For practical application, it is advisable to carefully adjust the UV scale to balance detail density against performance constraints, especially in real-time engines. Modulating the roughness parameter can tailor the surface reflectivity to match specific lighting conditions, while blending height and normal maps can enhance surface complexity without excessive geometry subdivision. This approach ensures the texture maintains visual coherence and physical plausibility across varied lighting scenarios and camera angles.

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

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