Seamless 8k PBR 3d texture of charred rubble with burst flames and explosion ripple effects free download

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

Preview — Seamless 8k PBR 3d texture of charred rubble with burst flames and explosion ripple effects

Texture Info

IDseamless-8k-pbr-3d-texture-of-charred-rubble-with-burst-flames-and-explosion-ripple-effects
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture depicts a complex surface of charred rubble, capturing the chaotic aftermath of an explosion with detailed burst flames and ripple effects. The base material resembles heavily burned concrete and fragmented masonry, fused with partially melted metallic debris and ash. The geometric form is irregular and fractured, with jagged rubble pieces scattered amid flowing patterns of molten lava and firestorm fury. Subtle wave-like explosion ripples distort the surface, mimicking shockwaves radiating through the debris field. Surrounding the rubble are billowing smoke swirls and dense fire clouds, layered to convey volumetric depth and ongoing combustion.

At the microscopic level, the substrate consists of coarse aggregate and cementitious material typical of urban concrete, weathered by intense heat to a porous, brittle state. Adhesive binders are partially degraded, exposing granular textures and cracks. The surface finish alternates between rough, oxidized char marks and glossy molten lava patches with a viscous, glass-like appearance. Pigments range from deep charcoal blacks and ash grays, accented by vivid oranges and reds from glowing embers and flames. The texture incorporates a complex interplay of diffuse albedo variations and emissive elements to simulate fire clouds and blast smoke with realistic translucency and light scattering.

Mapped to PBR channels, the BaseColor captures the varied charred tones and fiery highlights without oversaturation. The Normal map encodes fine rubble fractures, explosion ripples, and smoke swirl contours, enhancing surface depth and dynamic flow. Roughness varies sharply—from matte, dusty ash areas to slick, molten lava pools—creating contrast in reflectivity and specular response. The Metallic channel is minimal but present in small fragments of scorched metal debris. Ambient Occlusion accentuates crevices between rubble pieces and dense smoke layers, while Height/Displacement maps emphasize surface irregularities and explosive ripple undulations, supporting parallax effects for increased realism.

Rendered in ultra-high 8k resolution, this texture is optimized for seamless tiling and is fully compatible with Blender, Unreal Engine, and Unity workflows. It supports advanced shader setups including dynamic lighting and volumetric effects. For practical use, it is recommended to adjust UV scale carefully to maintain detail without repetition and to fine-tune roughness values to balance between the matte charred surfaces and the reflective molten areas. Combining height maps with normal maps can enhance parallax occlusion, adding convincing depth to explosion ripple distortions and smoke swirls for immersive fire and blast 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

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.