This seamless 8k PBR 3D texture captures the chaotic aftermath of an explosion, combining materials such as burning rubble, charred wood fragments, and molten metal veins into a complex, multilayered surface. The primary substrate consists of fragmented concrete and stone debris, exhibiting rough, irregular geometric forms with sharp edges and fractured planes. Interspersed among this rubble are splintered wooden planks, heavily burnt and cracked, showing fibrous grain patterns and deep fissures. The molten metal appears as glowing, viscous veins that seep through the rubble, creating a dynamic contrast with the matte, porous charred wood and rough stone surfaces. Fine ash particles settle across the scene, adding delicate granular detail to the surface topology.
From a material composition perspective, the rubble base combines mineral aggregates bonded by a weathered cementitious matrix, exhibiting typical porosity and micro-cracks that capture dirt and soot. The charred wood shows carbonized cellulose fibers with a brittle texture, characterized by high surface roughness and irregular grain disruptions caused by thermal degradation. Molten metal veins display a semi-glossy, oxidized finish with glowing emissive highlights, simulating heat retention and recent solidification. The surface finish varies across the texture: the stone rubble is matte and weathered, the wood is dry and crackled, and the metal veins are partially polished with an oxidized patina. Scorch marks and subtle shockwave distortions create localized depressions and warping, enhancing the tactile depth and visual complexity of the overall texture.
The texture’s PBR channels accurately reflect these material qualities for realistic rendering: the BaseColor (Albedo) map features muted grays and browns for rubble and wood, punctuated by vivid orange and red tones in the molten metal veins. The Normal map captures the fractured geometry, wood grain, and molten metal ridges, providing intricate surface detail. The Roughness map varies widely, with high roughness on the porous stone and charred wood, contrasted by lower roughness on the molten metal highlights. The Metallic map isolates the molten metal areas, assigning them near-metallic values, while the rest of the texture remains non-metallic. Ambient Occlusion enhances the depth in crevices and fissures, especially around rubble edges and wood cracks. Height/Displacement maps emphasize the layered rubble and warped shockwave forms, allowing for convincing parallax effects and surface relief.
Rendered at an 8k resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring detailed close-up inspection and seamless tiling across large surfaces without visible repetition. For practical implementation, it is recommended to adjust the UV scale to match the scene’s destruction scale, and to fine-tune roughness values to balance between the matte ash-covered rubble and the semi-glossy molten metal veins. Blending height or parallax maps with normal maps can further enhance the perceived depth of the shockwave distortions and scorch marks, creating a more immersive and realistic explosion aftermath environment.
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.
