This seamless 8k PBR texture captures a complex composition of fire-affected ground material, ideal for realistic explosion aftermath scenes. The base substrate represents scorched soil and fractured concrete, characterized by a rough, uneven surface with embedded smoldering debris and ash residues. The ground’s composition includes a mixture of fine-grained volcanic ash and coarse granular aggregates, simulating natural earth and man-made pavement components. These aggregates are partially fused and darkened by intense heat, creating a heterogeneous pattern of blackened, cracked surfaces interspersed with glowing fire embers. The texture’s form follows an organic, irregular cracked tile pattern, reflecting fracturing caused by explosive force, with shards of shattered glass and twisted metal fragments embedded into the substrate, adding geometric variety and complexity.
The surface finish exhibits a combination of matte and semi-glossy patches, where areas coated with fine soot and powdery explosion dust contrast against polished metallic shards and reflective glass fragments. The flame tongues manifest as transient, semi-transparent overlays with subtle emissive properties, contributing dynamic lighting effects without disrupting the underlying material details. Color-wise, the BaseColor channel blends deep charred blacks, rusty reds, and glowing orange embers, transitioning smoothly to cooler grays and silvers in the metallic shards. The Normal map emphasizes the micro-geometry of cracked earth, jagged debris edges, and layered soot deposits, providing tactile surface irregularities essential for realistic shading. Roughness values vary across the texture, with higher roughness on the porous ground and smoldering dust, and lower roughness for reflective glass and metal, accurately representing their distinct tactile qualities.
Metallic channel data selectively highlights oxidized metal fragments, while the Ambient Occlusion map enhances depth perception in crevices and under debris accumulations. The Height/Displacement map captures the subtle relief of fractured ground and protruding shards, enabling compelling parallax and displacement effects in rendering engines. This texture is meticulously tiled for seamless repetition without visible seams, making it versatile for large-scale environment texturing. Its high resolution and detailed channel separation ensure compatibility and optimal visual fidelity in Blender, Unreal Engine, and Unity workflows, supporting physically based rendering pipelines.
For practical application, adjusting the UV scale to a finer resolution is recommended to fully exploit the intricate detail of the embers and shattered fragments in close-up views. Additionally, tuning the roughness map can help balance the interplay between matte and reflective surfaces, enhancing realism under different lighting conditions. When blending height or parallax maps, subtle layering with normal maps is advised to preserve crisp edge definition around debris and flame tongues, preventing visual artifacts during animation or camera movement.
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.
