Seamless 8k PBR 3d texture showing shockwave with scorch marks and blast crater from explosion free download

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

Preview — Seamless 8k PBR 3d texture showing shockwave with scorch marks and blast crater from explosion

Texture Info

IDseamless-8k-pbr-3d-texture-showing-shockwave-with-scorch-marks-and-blast-crater-from-explosion
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR texture captures the raw aftermath of an explosion, centered on a rugged blast crater embedded within a fractured concrete substrate. The base material resembles aged, weathered concrete mixed with granular aggregates and fine dust, creating a dense, porous surface common in urban or industrial environments. Embedded within the crater's rough geometry are scorch marks and burnt paint remnants, formed by chemical binders and pigments altered by intense heat and fire. The surface finish is predominantly matte and rough, interrupted by patches of oxidized metal debris and subtle thermal glows that simulate residual heat emission. This complex composition lends itself to a highly detailed interplay of color and relief, with the base color channel showcasing muted greys, charred blacks, and rusty browns, accented by incandescent orange sparks and faint smoke trails.

Normal and height maps intricately define the crater’s depth and the shockwave’s radial fractures, emphasizing the uneven, cracked geometry and emphasizing micro-details such as fissures and pocked surfaces. The roughness map varies across the texture to represent different material states: smoother, heat-melted edges near the blast center contrast with coarse, weathered concrete farther away. Metallic elements, such as scorched steel fragments, are isolated in the metallic channel, providing realistic specular reflections that respond dynamically to lighting. Ambient occlusion enhances shadowed recesses within the crater and crevices formed by the shockwave pattern, adding spatial depth and grounding the texture convincingly in 3D space.

Designed for photorealistic 3D applications, this texture is optimized for use in Blender, Unreal Engine, and Unity, supporting high-fidelity renders and real-time workflows alike. The 8k resolution ensures that fine details, including explosive residue, incendiary sparks, and drifting smoke trails, remain crisp even under close inspection. The texture tiles seamlessly, allowing for scalable environments without visible repetition artifacts. The subtle thermal glow effect is encoded to work with emissive materials, simulating lingering heat and enhancing visual storytelling in destructive or explosive scenes.

For practical implementation, it is recommended to carefully adjust the UV scale to maintain the realism of the crater size relative to the scene, and to fine-tune the roughness values to balance between burnt, glossy metal fragments and matte concrete areas. Additionally, blending height and normal maps can create enhanced parallax effects, adding an impression of depth to the blast crater and shockwave cracks, which significantly improves immersion in close-up shots or VR experiences.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.