This seamless 8k PBR 3d texture depicts explosive residue layered over a rugged substrate, resembling scorched concrete or charred earth. The base material is a dense, coarse aggregate interspersed with fine ash and burnt paint fragments, creating a heterogeneous surface with variable porosity. The form is irregular and fractured, reflecting the chaotic dispersal of debris after detonation. Blackened ground patches contrast against thermal glow zones where residual heat causes subtle emissive effects. Incendiary sparks appear as minute glowing particles embedded within the surface, while curling smoke trails suggest transient gaseous residues clinging to depressions and crevices.
Compositionally, the texture combines a matte, weathered binder—likely a mix of burnt organic binders and oxidized mineral deposits—with rough aggregates that exhibit fractured grain and micro-cracks. The burnt paint layers introduce localized discoloration and peeling effects, adding depth and visual complexity. The surface finish is predominantly oxidized and rough, with sporadic glossy highlights where thermal glow and fire embers intensify the light reflection. The detonation flash is represented through sharp, high-contrast transitions in color and brightness, enhancing the realism of explosive aftermath. These material characteristics translate across the PBR channels: the BaseColor (Albedo) captures the charred blacks, deep reds, and glowing oranges; the Normal map emphasizes surface irregularities and micro-fractures; Roughness varies to distinguish between matte ash and reflective embers; Metallic is minimal but present in some thermally altered metallic residues; Ambient Occlusion accentuates crevices and depth; Height/Displacement maps define the cracked, uneven topography.
Rendered at 8k resolution, this texture ensures exceptional detail and sharpness, suitable for close-up views and high-fidelity visualizations. It is fully compatible with Blender, Unreal Engine, and Unity, facilitating seamless integration into diverse pipelines. The texture’s seamless tiling supports expansive terrain or surface applications without visible repetition, preserving immersion in explosion aftermath scenes under neutral lighting conditions.
For optimal practical use, careful adjustment of the UV scale is recommended to maintain realistic grain size and spark distribution. Additionally, fine-tuning the roughness channel can help balance the interplay between matte burnt surfaces and glossy thermal highlights. When using height or displacement maps, blending them subtly with normal maps enhances the perception of depth without excessive geometric distortion, ensuring efficient rendering performance across real-time and offline platforms.
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.
