Archviz Burnt Charred Dark Substance Designer Wood — Seamless PBR Texture free download

. Formats: PNG . Free for personal & commercial use.

Preview — Archviz Burnt Charred Dark Substance Designer Wood — Seamless PBR Texture

IDarchviz-burnt-charred-dark-substance-designer-wood
Wood
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Burnt Charred Dark Substance Designer Wood texture is a meticulously crafted physically based rendering (PBR) material engineered to authentically replicate the complex appearance of deeply burnt and charred wood surfaces. The base substrate consists of organic wood fibers with a naturally oriented grain structure which is enhanced by the characteristic porous and weathered finish resulting from intense burning. The surface exhibits a dark nearly blackened color infused with subtle variations caused by carbonized pigments and residual char layers giving it rich depth and visual complexity. Adhesive resins and natural binders that originally held the wood fibers together are implied through the texture’s fine roughness and fractured patterning. The overall surface finish is matte with slight variations in roughness capturing the irregular oxidation and surface erosion typical of burnt wood while preserving the natural grain and fibrous detail beneath the charred exterior.

The PBR texture set includes multiple seamless channels optimized for physically based rendering workflows ensuring consistent and realistic material response across various lighting conditions and rendering engines. The BaseColor (Albedo) map captures the deep dark hues and subtle burnt gradients highlighting the interplay of carbonized pigments and residual char layers. The Normal map defines the intricate grain orientation and the relief of the charred surface emphasizing the fibrous cracked nature of the burnt wood. Roughness maps represent the predominantly matte non-reflective finish but include nuanced patches of smoother and rougher zones that reflect the heterogeneous texture of the burnt surface. The Metallic channel remains minimal to zero consistent with the organic composition of wood. Ambient Occlusion enhances depth perception by accentuating crevices and cracks while Height/Displacement maps provide fine surface detail ideal for parallax effects and realistic shadowing further adding to the material’s authenticity. This set is prepared for seamless large-scale tiling making it especially suitable for expansive architectural visualizations.

Rendered at an ultra-high resolution of up to 8K this high-fidelity burnt wood texture is fully compatible with popular real-time and offline engines such as Blender Unreal Engine and Unity. It is carefully calibrated to fit common color spaces and gamma settings though users should verify these parameters to ensure perfect integration within their project pipelines. For optimal results during look development it is recommended to adjust the UV scale to prevent repetition artifacts and to fine-tune roughness values. This balancing act preserves the burnt wood’s diffuse matte character while simulating subtle specular highlights that mimic residual carbon glossiness. This versatility makes the material highly adaptable for architectural visualization game environments and any project requiring a realistic burnt wood surface with physically accurate shading.

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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