Seamless 8k PBR 3d texture showing blast fragments with cinder pile and fire smoke free download

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

Preview — Seamless 8k PBR 3d texture showing blast fragments with cinder pile and fire smoke

Texture Info

IDseamless-8k-pbr-3d-texture-showing-blast-fragments-with-cinder-pile-and-fire-smoke
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture depicts a complex scene of explosion aftermath, featuring scattered blast fragments resting atop a porous cinder pile, all enveloped by dynamic fire smoke and smoldering debris. The primary base materials include charred metal shards and fragmented concrete mixed with burnt organic matter, forming a heterogeneous substrate. The charred metal exhibits oxidation and roughened surfaces, while the cinder pile consists of irregularly shaped, vesicular aggregates typical of partially combusted volcanic-like residue. Fine ash and soot particles are embedded throughout, acting as natural pigments that give the palette deep grays, burnt oranges, and muted blacks. The fire smoke layer adds a translucent, turbulent gaseous element that interacts subtly with the surface textures beneath.

From a geometric perspective, the texture’s form is irregular and fractured, dominated by jagged blast fragments of varying size and shape scattered non-uniformly across the cinder substrate. This creates a chaotic pattern with pronounced depth and layering, emphasizing the destructive force of the blast shockwave. The surface finish is matte to semi-rough, with metallic shards showing a weathered, oxidized patina and cinder pieces exhibiting porous, gritty textures. The fire vortex and explosive gases are visually represented through semi-transparent, volumetric smoke patterns that blend naturally into the scene, enhancing the sense of motion and heat.

In terms of PBR channels, the BaseColor (Albedo) captures the nuanced coloration of burnt metal, ash-covered cinder, and glowing embers, avoiding any overly saturated hues to maintain realism. The Normal map encodes fine surface irregularities such as cracks in the metal, porous cinder details, and subtle smoke swirls. Roughness values vary across the texture, with higher roughness on oxidized metals and cinder for diffuse light reflection, contrasted by smoother, softer transitions in the smoke and fire regions. Metallic maps highlight the charred metal fragments, while Ambient Occlusion enhances the shadowed crevices between debris pieces. Height and Displacement maps emphasize the rugged topography of blast fragments and cinder piles, adding tangible depth to the scene.

Optimized for 8k resolution, this texture ensures exceptional detail suitable for close-up renders and large-scale environments. It is fully compatible and ready to use in Blender, Unreal Engine, and Unity, supporting physically accurate lighting workflows. For best results, it is recommended to adjust the UV scale carefully to maintain natural fragment sizing and avoid repetition. Tuning roughness can help balance the contrast between the matte cinder surfaces and the reflective charred metals. Additionally, subtle blending of height and normal maps can enhance the perception of depth without causing distortion in real-time applications.

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

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