This seamless 8k PBR 3D texture depicts a complex composition of smoldering debris, featuring a chaotic arrangement of fractured glass shards embedded within jagged metal fragments. The underlying substrate mimics a rough charcoal surface, exhibiting a porous and cracked form reminiscent of burnt wood or scorched concrete. This base material is characterized by a matte, almost powdery finish that absorbs light unevenly, giving depth to the dark grays and muted blacks that dominate the color palette. Scattered throughout are flame tongues and glowing ember-like fire sparks which add subtle, warm orange and red hues, enhancing the overall visual richness without overpowering the naturalistic feel. The texture’s geometry suggests an irregular, fractured pattern with sharp edges and deep fissures, representing the aftermath of an intense explosion.
The texture composition is thoughtfully layered to reflect realistic material interactions. The charcoal-like base serves as the primary substrate, acting as a brittle, low-density aggregate with natural fissures and micro-cracks that create intricate height variations and displacement effects. Embedded within this matrix are shards of shattered glass, exhibiting high reflectivity and smoothness, yet fractured irregularly to convey sharpness and fragility. Metal fragments, oxidized and partially burnt, introduce a contrasting rough metallic grain with subtle rust and heat discoloration. These metal pieces have a brushed and weathered surface finish, with varying degrees of roughness and metallicity that respond accurately under dynamic lighting conditions. The explosion dust is represented as fine particulate matter dispersed across the surface, contributing to ambient occlusion and subtle surface roughness variations.
In terms of PBR channel mapping, the BaseColor (Albedo) channel captures the nuanced interplay of dark charcoal, translucent glass blues and grays, and rusty metallic oranges. The Normal map encodes the detailed microgeometry of the cracked substrate and jagged fragments, creating convincing depth and tactile realism. The Roughness map varies widely—from the matte charcoal base to the glossy glass shards and the semi-rough oxidized metal—allowing light to scatter appropriately across different materials. Metallic maps isolate the metal fragments, defining their conductive properties, while Ambient Occlusion enhances crevices and overlapping debris for enhanced shadowing. Height/Displacement maps emphasize the multi-layered relief, allowing for realistic parallax and displacement effects that bring the explosion aftermath to life.
This texture is optimized for 8k resolution, ensuring exceptional detail necessary for close-up renders and high-fidelity environment creation. It is fully compatible and ready to integrate seamlessly into Blender, Unreal Engine, and Unity workflows, supporting physically-based rendering pipelines without additional modification. For practical application, it is advisable to carefully adjust UV scaling to balance tile repetition with scene scale, and to fine-tune roughness values to match specific lighting scenarios. Blending height or parallax maps with normal maps can further enhance surface depth without excessive geometry, making this texture a versatile asset for realistic explosion aftermath visualizations.
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.
