This seamless 8k PBR 3D texture captures the intricate details of burning fragments scattered across a fractured substrate, evoking a dynamic explosion scene. The base material resembles a composite of charred mineral and carbon-rich debris, where irregular shards of blackened rock and soot-coated ash interlock in a fractured, angular pattern. The geometry suggests a chaotic assemblage of fragmented solids, with jagged edges and varying thicknesses that create a complex height profile. This fractured form is layered with glowing fire embers and sporadic fire sparks, which appear as small, bright inclusions embedded within the rough surface, giving a sense of ongoing combustion. The substrate’s porosity is moderate, allowing thermal glow highlights and ignited gas flares to permeate and diffuse softly, enhancing the depth and realism of the texture.
The composition involves a base of mineral-rich debris acting as a non-metallic aggregate, fused by remnants of organic binders that have partially combusted, resulting in a brittle and weathered surface finish. The blackened debris exhibits a matte, oxidized texture with patches of smoldering fire embers that introduce subtle translucency and warmth. These glowing areas simulate thermal radiation through emissive elements, while detonation smoke and fire plume effects are represented through soft opacity variations and finely detailed normal map ridges that mimic turbulent gas flows. The color palette is dominated by deep charcoals and burnt siennas, punctuated by vibrant oranges and yellows from the embers and sparks, carefully balanced in the BaseColor (Albedo) channel to maintain photorealism without oversaturation.
In terms of PBR channel distribution, the Normal map enhances the intricate fractured geometry and the delicate layering of smoke and gas plumes, adding dimensionality to the fire sparks and embers. The Roughness map is finely tuned to reflect the contrast between the matte, ash-covered debris and the glossy, molten-like embers, delivering realistic light scattering and specular reflections. The Metallic channel remains near zero to emphasize the non-metallic nature of the charred fragments. Ambient Occlusion intensifies crevices and shadowed areas where fragments overlap, while the Height/Displacement map defines the uneven topography and crack depths, enabling convincing parallax effects. The texture’s 8k resolution ensures exceptional detail preservation, ideal for close-up shots and large-scale visualizations.
This texture is fully optimized and ready for seamless integration into Blender, Unreal Engine, and Unity workflows. Its neutral lighting setup facilitates easy customization and lighting adaptation within these engines. For best results, it is recommended to adjust the UV scale to maintain the balance between large fragment definition and overall tiling consistency. Additionally, fine-tuning the Roughness channel can help simulate different stages of combustion, from freshly ignited embers to cooled, ashen debris. When combining this texture with height or parallax mapping, blending the Normal and Displacement channels carefully will enhance the perception of depth and dynamic explosion effects without introducing visual artifacts.
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.
