Seamless 8k PBR 3d texture of fireball with smoke plume and debris cloud effects free download

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

Preview — Seamless 8k PBR 3d texture of fireball with smoke plume and debris cloud effects

Texture Info

IDseamless-8k-pbr-3d-texture-of-fireball-with-smoke-plume-and-debris-cloud-effects
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8K PBR 3D texture presents a complex, multi-material surface capturing the chaotic aftermath of an explosion. At its core, the texture simulates a fragmented substrate composed of burning rubble and charred wood fragments, interspersed with molten metal residues. The wood elements display a weathered, cracked grain pattern with deep fissures and a rough, uneven surface, characteristic of intense charring and combustion. The rubble consists of irregular, jagged stone and concrete particles with varying porosity, showing signs of fracturing and abrasion. Molten metal flows organically across these materials in irregular veins and pools, exhibiting a partially oxidized finish that transitions from glossy, reflective molten highlights to duller, cooled metallic surfaces. Fine ash particles and soot are distributed across the texture, settling into crevices and around edges, adding subtle ambient occlusion and enhancing depth perception.

The texture’s form is inherently non-uniform, defined by irregular clusters of debris and swirling smoke plumes that create a dynamic, layered composition. The smoke plume itself is represented through a translucent, volumetric pattern that blends softly into the base materials, giving the illusion of depth and motion without discrete geometric shapes. Sparks and ember showers manifest as tiny, bright emissive highlights scattered across the surface, providing points of high contrast that simulate energetic combustion. This complex layering is mapped across multiple PBR channels: the BaseColor (Albedo) channel conveys the rich, varied coloration of burnt wood browns, glowing molten oranges, and ashen grays; the Normal map captures the pronounced surface relief of splintered wood fibers, cracked stone edges, and molten metal ridges; Roughness varies from matte, porous rubble and charred wood to glossy, reflective molten metal sections; the Metallic map isolates the molten metal veins for accurate metal reflectivity; Ambient Occlusion emphasizes crevices and overlaps where ash collects, enhancing realism; Height/Displacement adds subtle volumetric depth to rubble piles and smoke wisps, enabling parallax effects in supported engines.

Designed with 8K resolution, this texture ensures exceptional detail and sharpness suitable for close-up renders and large-scale environments. It is optimized for use in Blender, Unreal Engine, and Unity, supporting physically based shading workflows common to these platforms. The seamless tiling capability allows for expansive explosive surfaces without visible repetition, ideal for dynamic destruction scenes or visual effects requiring photorealistic combustion elements. For practical application, adjusting the UV scale to maintain natural proportions of debris and smoke is recommended, alongside fine-tuning roughness to balance the matte ash-covered surfaces with the glossy molten metal highlights. Additionally, blending height and normal maps helps achieve convincing surface depth while preventing excessive displacement artifacts in real-time engines.

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.