This seamless 8K PBR 3D texture captures the complex interplay of charcoal ash layered atop fragmented burnt rubble, evoking the raw aftermath of an intense explosion. The base material consists primarily of a highly porous, brittle substrate formed from charred mineral debris and carbonized organic matter. This substrate exhibits a rough, granular structure with irregular fissures and cracks, simulating the fractured geometry of collapsed surfaces subjected to extreme heat and shock. The texture’s form is irregular and non-repetitive, with subtle undulations and fragmented patterns that mimic scattered rubble interspersed with fine ash deposits.
The surface finish combines matte, soot-black charcoal ash with patches of glowing fire flashes and transient heat shimmer effects. The ash layer functions as a delicate, loose aggregate with low cohesion, while the burnt rubble beneath appears as denser, coarse grains bonded by mineralized binders altered by thermal decomposition. Smoke curtains and billowing plumes are integrated as translucent, volumetric overlays that contribute to the ambient occlusion and height maps, enhancing depth perception. The heat shimmer is represented by subtle normal map distortions and fluctuating roughness values, simulating refractive light bending caused by hot air currents.
In terms of PBR channel representation, the BaseColor (Albedo) channel uses a nuanced palette of deep charcoals, muted grays, and occasional ember reds to indicate residual combustion. The Normal map encodes the fine granularity of ash particles and the rugged geometry of broken rubble surfaces, reinforcing the tactile realism. Roughness is carefully varied to distinguish between the dry, powdery ash (high roughness) and smoldering fire flashes (lower roughness), while the Metallic channel remains near zero, reflecting the non-metallic nature of the materials. Ambient Occlusion enhances the visual depth of fissures and overlaps, and the Height/Displacement map captures the uneven, cratered topology characteristic of explosion shock damage and fire waves.
Optimized for 8K resolution, this texture supports high-fidelity visualizations and is fully compatible with Blender, Unreal Engine, and Unity workflows, enabling detailed close-up views without loss of detail. For practical application, it is advisable to carefully adjust the UV scale to prevent noticeable tiling on large surfaces, while fine-tuning roughness maps can help balance the contrast between matte ash and glossy fire flashes. Additionally, blending height/normal maps can enhance the perception of depth and heat distortion, making the explosion aftermath scenes more immersive and believable.
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.
