This seamless 8K PBR 3D texture captures the raw aftermath of an explosion, combining the intricate interplay of smoke curtains, fire waves, and charred earth into a cohesive, photorealistic surface. The base material simulates scorched soil and ash-laden ground, featuring a fragmented, cracked substrate composed of burnt organic matter and mineral-rich earth. The surface exhibits a highly irregular, fractured geometry with deep fissures and layered sedimentation, reflecting the destructive impact of intense heat and pressure. Embedded within this terrain are dynamic elements such as ignition sparks and blast embers, rendered as fine particulate deposits and glowing residues, while fire pillars and burning fragments contribute additional volumetric complexity to the overall form.
The texture’s composition is carefully articulated through a combination of digitally synthesized binders and aggregates. The substrate mimics a porous, weathered soil matrix with charred granules of varying sizes, interspersed with fine ash fibers that suggest partial combustion and material degradation. These features are accentuated by a subtly uneven surface finish that balances matte, oxidized patches of burnt earth with glossy, molten-like streaks of fire waves. The color palette is driven by deep umber and black tones of charred matter, vibrant orange and crimson gradients representing heat and flame, and muted grays for smoke curtains. These pigments are distributed to enhance depth and realism, simulating both the cooling and smoldering phases of the explosion’s residue.
In terms of PBR mapping, the BaseColor (Albedo) channel encodes the rich interplay of scorched soil hues, fiery gradients, and smoky veils without baked-in lighting, ensuring versatility under various scene illuminations. The Normal map delivers intricate surface detail, emphasizing the cracked earth’s rugged topology, the curling smoke’s soft volumetric folds, and the raised texture of burning fragments. Roughness values vary across the texture, with smoother, reflective fire waves contrasting against the coarse, matte charred earth, helping to convey material diversity. The Metallic channel remains minimal or near zero, as the scene is dominated by non-metallic natural and combusted materials. Ambient Occlusion heightens the perception of depth within fissures and between layered smoke curtains, while the Height/Displacement map provides subtle relief for parallax effects, enhancing the tactile quality of the cracked ground and flowing smoke forms.
Designed for seamless tiling, this texture integrates flawlessly into 3D environments, supporting high-fidelity workflows in Blender, Unreal Engine, and Unity. Its 8K resolution ensures exceptional clarity and detail even in close-up renders, suitable for large-scale explosion aftermath scenes and firestorm visual effects. For optimal results, it is advisable to carefully adjust the UV scale to maintain consistent detail density and to fine-tune roughness parameters to balance the contrast between glossy fire elements and matte charred surfaces. Additionally, blending height and normal maps can enhance perceived depth without excessive geometry subdivision, improving performance in real-time applications.
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.
