Overview
Bump Map takes a grayscale image (bright pixel = high relief, dark pixel = low relief) and outputs a 3D material that perturbs the surface normals. The result: highlights and shading behave as if the surface really had relief, without adding a single polygon.
The illusion works very well when seen head-on or slightly oblique. At grazing angles, the lack of real geometry becomes visible (the silhouette stays smooth).
Where to find this node
- Effects Library:
Tools > 3D > Texture > Bump Map - Quick add: right-click in the Node Editor →
Add Tool > 3D > Texture > Bump Map
Bump Map vs Normal Map
- Height Map (grayscale)
- Grayscale image. Bright pixel = high, dark pixel = low. Easy to create (just paint in gray). The node computes the perturbed normals from the gradients.
- Normal Map (RGB)
- Color image that directly encodes the normals (X/Y/Z in R/G/B). Typically purple-blue. More accurate than a height map but needs a baking tool (Substance, xNormal) to create.
The Fusion Bump Map accepts both formats through the Source Image Type toggle: Height Map or Bump Map (= an already computed Normal Map).
Inputs
- Input (orange) - required. 2D image (grayscale height map or RGB normal map), or the output of a
Create Bump Map.
Setup
Classic workflow:
FastNoise ──→ Bump Map ──→ Blinn (input Bump) ──→ Shape 3D (MaterialInput)
Or with an existing texture:
Loader (brick height map) ──→ Bump Map ──→ Blinn (input Bump) ──→ ...
Controls tab
- Source Image Type
- Height Map - default mode. Fusion computes the normals from the luminance gradients.
- Bump Map - the input image is already an RGB normal map. The node passes it through as is.
- Filter Size
- Size of the filter used to compute the normals from the height map. Larger filters = softer details; smaller = finer but potentially noisy details.
- Height Scale
- Controls the strength of the relief. Higher = more visible relief. Watch out: too strong and the effect becomes unrealistic (the surface looks liquid or swollen).
- Height Channel
- Image channel used as the height source (Red, Green, Blue, Alpha, Luminance).
- Clamp Z Normal
- Limits the Z channel of the normals (prevents normals pointing the wrong way).
- Wrap Mode
- Edge behavior for repeated tiles. Lets you build seamless textures.
Use cases
- Brick wall - brick texture (color) on Diffuse + a height map of the joints on Bump Map. The joints look recessed without adding polygons.
- Stylized skin - high-frequency fractal
FastNoise→ Bump Map with a low Height Scale → skin micro-relief on a Text 3D or a Shape. - Tree bark - grayscale bark texture, Bump Map with a high Scale, green-brown Blinn.
- Rough fabric - grid pattern noise → subtle Bump Map → gives the feel of a woven fabric.
- Engraved 3D logos - grayscale logo texture → Bump Map on a metal plane = a convincing engraved plate.
- Rocky terrain - combine with a
Displace 3D(real large-scale deformation) + Bump Map (micro-details) for a rich render without exploding the polygon count.
Tips
- Moderate Height Scale - it is tempting to crank it up to see the effect. Prefer subtle values (0.01-0.1) for a believable render.
- Grazing view = broken illusion - the silhouette stays smooth since there is no real geometry. For large relief seen at an angle, use
Displace 3D. - Combine Bump + Displace - Displace for large undulations (which affect the silhouette), Bump for micro-details (which need no polygons). A pro technique.
- Third-party Normal Maps (Substance, xNormal) - if you have normal maps from a texturing app, use Bump Map mode (not Height Map).
- A light Blur before the Bump Map softens a height map that is too noisy. It avoids artifacts on the normals.
- The Bump Map render depends on the lighting - an unlit object does not show the relief. Add at least one Directional or Spot Light to see the effect.
