Seamless 8k PBR 3d texture showing explosion dust with heat distortion and fire sparks free download

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

Preview — Seamless 8k PBR 3d texture showing explosion dust with heat distortion and fire sparks

Texture Info

IDseamless-8k-pbr-3d-texture-showing-explosion-dust-with-heat-distortion-and-fire-sparks
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture captures the intricate interplay of explosion dust, heat distortion, and scattered fire sparks over a rugged charcoal surface. The underlying material resembles a fractured, carbonized substrate formed from a mix of burnt organic matter and mineral debris, mimicking remnants of wreckage pieces embedded within a blast-damaged environment. The geometric form is irregular and fractured, with jagged shards and fragmented particles creating a natural tessellation that avoids obvious repetition, suitable for large-scale tiling. The surface exhibits varying porosity, with fine dust particles settling into crevices and larger, rough aggregates protruding, conveying depth and weathering from intense heat and mechanical impact.

Compositionally, the base is a dense, carbon-rich matrix with a matte, slightly rough finish, suggesting a weathered charcoal-like material. The substrate binds together mineral fragments and ash residues, acting as aggregates that enhance the texture’s tactile complexity. Burn marks and ignition traces provide subtle darkening and color variation, achieved through a blend of warm pigments ranging from deep charcoal grays to embers of orange and amber hues. The fire sparks appear as tiny emissive points, integrated into the texture’s emissive channel to simulate flickering light sources. The heat distortion effect is represented through carefully crafted normal and height maps, generating subtle refraction warping around the ignition zones.

In terms of PBR channel mapping, the BaseColor (Albedo) reflects the nuanced color palette of charred surfaces with dark grays and burnt orange highlights. The Normal map enhances the fractured surface geometry, emphasizing cracks, crevices, and protruding wreckage pieces. Roughness values vary across the texture, with smoother, heat-polished areas contrasting against coarse, dusty patches to simulate differential surface finishes. Metallic content is minimal to non-existent, appropriate for non-metallic carbonized and mineral materials, while Ambient Occlusion maps deepen shadowed crevices, enhancing realism. Height and Displacement maps provide the essential depth cues for parallax and tessellation, reinforcing the physicality of blast damage and layered debris.

This texture is optimized at 8k resolution to deliver photorealistic detail when applied in Blender, Unreal Engine, and Unity environments, making it ideal for visual effects, real-time simulations, and game assets involving combustion and destruction scenarios. For practical use, it is advisable to adjust the UV scale carefully to maintain the natural fracturing pattern without visible tiling artifacts. Additionally, fine-tuning roughness can help balance the contrast between matte dust regions and subtly glossy heat-distorted patches, while blending height and normal maps can enhance surface realism under dynamic lighting conditions.

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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