Seamless 8k PBR 3d texture showing firestorm fury with molten lava and flame sparks free download

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

Preview — Seamless 8k PBR 3d texture showing firestorm fury with molten lava and flame sparks

Texture Info

IDseamless-8k-pbr-3d-texture-showing-firestorm-fury-with-molten-lava-and-flame-sparks
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR 3D texture depicts an intense firestorm fury, combining dynamic elements of molten lava, flame sparks, and burning embers within a complex, organic substrate. The base material can be understood as a heavily weathered volcanic rock surface interspersed with glowing, viscous lava flows. This substrate features a cracked, uneven geometry resembling fractured basalt with jagged edges and deep fissures. The form presents a natural, irregular tessellation of rough stone segments partially engulfed by flowing molten material, creating a vivid contrast between solid and liquid phases. Embedded within this texture are fine aggregates of blackened debris and ash particles, contributing to the porous and eroded surface morphology characteristic of high-temperature combustion environments.

The composition integrates a mineral-rich volcanic matrix as the primary substrate, bound by silicate-based adhesives that have been thermally altered to simulate partial vitrification. These binders fuse the granular components while allowing microfractures and voids to persist, enhancing the porosity and weathered appearance. The molten lava sections are rendered with a semi-translucent, viscous quality, incorporating glowing orange and red pigments that emulate incandescent silicate melts. Scattered flame sparks and burning embers introduce small-scale emissive details, while smoke rings and detonation smoke layers overlay the surface, simulated through subtle opacity maps and height variations that give depth and volume to gaseous elements. The blackened debris is textured with a matte, rough finish showing signs of oxidation and charring, contrasting with the smoother, glossy sheen of the molten lava flows.

In PBR channel terms, the BaseColor (Albedo) map captures the rich palette of deep blacks, fiery reds, and glowing oranges, accurately representing both cooled rock and molten lava hues. The Normal map encodes the fractured rock geometry and the undulating lava surface, adding tactile depth and accentuating cracks and embers. Roughness is carefully varied: the volcanic rock areas exhibit high roughness for a matte, weathered feel, while lava flows have low roughness for a glossy, molten appearance. Metallic values remain low overall, emphasizing the non-metallic, mineral nature of the material, with some subtle highlights in ember regions to simulate reflective ash particles. Ambient Occlusion enhances crevices and fissures to heighten realism, while the Height/Displacement map defines the pronounced relief of lava ridges and smoke ring formations, providing convincing parallax effects.

This texture is optimized at 8k resolution, ensuring exceptional detail and clarity when applied to large-scale surfaces or close-up renders. It is fully compatible with major 3D engines and software such as Blender, Unreal Engine, and Unity, supporting seamless tiling without visible repetition or seams. For practical application, it is recommended to adjust the UV scale to balance the fine granular detail of blackened debris and the broader lava flows, ensuring neither element dominates disproportionately. Additionally, fine-tuning the roughness channel can help achieve the desired balance between matte rock and glossy molten segments, while blending normal and height maps can enhance the perceived depth of smoke rings and flame sparks for more dynamic lighting interactions.

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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