Seamless 8k PBR 3d texture of blast damage with ignition source and burn marks details free download

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

Preview — Seamless 8k PBR 3d texture of blast damage with ignition source and burn marks details

Texture Info

IDseamless-8k-pbr-3d-texture-of-blast-damage-with-ignition-source-and-burn-marks-details
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture captures the intricate aftermath of intense blast damage, characterized by a complex substrate resembling scorched concrete or aged metal panels warped by explosive forces. The base material appears as a dense, fractured composite with a rough, uneven surface exhibiting cracks and pits formed from the explosion’s impact. The geometric form follows an irregular fractured pattern, where shards and debris-like shapes overlap, creating a natural, chaotic tessellation ideal for simulating damaged industrial surfaces or battle-worn environments. Embedded within the substrate are layers of explosive powder residues and charred binders, which contribute to the surface’s granular texture and subtle porosity, hinting at localized erosion and material burnout.

The surface finish is predominantly oxidized and heavily weathered, with areas of blistering and peeling revealing darker, burnt layers beneath a faded, ashen outer coating. Burn marks and ignition sources manifest as highly detailed discolorations and soot deposits, blending organically with the underlying material’s roughness and height variations. These features are enhanced through the texture’s diverse color palette, incorporating muted grays, blacks, burnt oranges, and deep reds, achieved via pigment scattering that mimics combustion staining and thermal degradation. The presence of combustion smoke and flame jets introduces dynamic visual interest, reflected in subtle emissive cues and high-contrast normal map details that simulate flame-induced surface warping and billowing smoke patterns.

From a PBR workflow perspective, the BaseColor (Albedo) channel accurately conveys the burned and oxidized pigments without baked lighting, preserving color fidelity under various environmental conditions. The Normal map delivers fine-grained surface detail capturing cracks, debris edges, and flame jet indentations, enhancing depth perception. Roughness values vary across the surface to represent smooth, melted metal areas juxtaposed with gritty, powdery explosive residues, while the Metallic channel remains low to moderate, reflecting a predominantly non-metallic composite with sporadic metal fragments. Ambient Occlusion adds realistic shadowing within cracks and crevices, amplifying the texture’s three-dimensionality. Height and Displacement maps provide precise elevation data for simulating surface deformation caused by blast pressure and flame erosion, ideal for parallax or tessellation techniques.

Rendered at 8k resolution, this texture ensures exceptional clarity and detail when applied to large-scale models or close-up shots, fully optimized for use in Blender, Unreal Engine, and Unity. Its seamless tiling capability allows for expansive surface coverage without visible repetition, making it suitable for environments requiring photorealistic explosion aftermath effects. For practical application, adjusting UV scale to match the scale of damage features is recommended, alongside fine-tuning roughness to control the balance between charred matte regions and glossy melted patches. Blending height and normal maps carefully can further enhance the illusion of depth and surface complexity, ensuring a convincing representation of blast-induced destruction in 3D scenes.

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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