Overview
Create Bump Map takes a 2D image and computes the local gradient of the gray levels to generate the 3 RGB channels of a normal map. These normals perturb the lighting during the 3D render, giving the illusion of relief without changing the mesh geometry.
It is the gateway to procedural shading in Fusion: combine a Fast Noise or a texture with a Create Bump Map, connect it to the Bump of a Blinn = a surface with instant micro-geometric detail.
Where to find this node
- Effects Library:
Tools > Filter > Create Bump Map - Quick add: right-click in the Node Editor →
Add Tool > Filter > Create Bump Map
Bump map vs Normal map
- Bump map (source)
- Grayscale image. Light = raised areas, dark = recessed areas. A compact format but ambiguous to interpret (the direction of the slopes is unknown).
- Normal map (result)
- An RGB image that encodes the direction of the local normal (X in R, Y in G, Z in B). It holds the slopes in every direction. Typically bluish colors (Z dominant).
Create Bump Map does the conversion: grayscale bump map → RGB normal map. Connect the output to the Bump of a 3D shader.
Inputs
- Input (yellow) - the grayscale image used as height. Accepts any image; only the luminance is used for the computation.
- Effect Mask (blue) - optional. Limits the generation to an area.
Setup
Fast Noise → Create Bump Map → Blinn (Bump input)
↓
Image Plane 3D ────────────────────→ Blinn (Material)
↓
Renderer 3D → MediaOut
Or with a real texture:
MediaIn (brick texture) → Desaturate → Create Bump Map → Bump inputControls tab
- Filter Size
- Size of the convolution kernel used to compute the gradient. Higher = smoother normals. 3×3 (default) = fine detail, sensitive to noise. 5×5 / 7×7 = softer gradient, less sensitive to pixel-level noise.
- Height Scale
- Amplifies the relative "height". The equivalent of adjusting the Bump Channel Depth in the material. Higher = stronger relief; too high = artifacts that break the illusion. (default: 1.0)
- Source Channel
- Channel used for the height: Red, Green, Blue, Alpha, Luminance. Luminance by default (weighted average of RGB) - fits most cases.
- Filter Type
- Gradient algorithm: Sobel (standard, quality/speed compromise), Prewitt (simpler), Scharr (more precise on fine edges).
- Wrap X / Y
- Enables wrapping for tiled textures. Essential if the source texture tiles cleanly (otherwise you see a seam at the edge).
Use cases
- Procedural relief - Fast Noise + Create Bump Map → Bump of a Blinn = an organic bumpy surface on a 3D plane.
- Partial PBR textures - when you only have a color map, Create Bump Map generates an approximate normal map (desaturate first to avoid fake bumps caused by color).
- Bricks / stones / bark - grayscale texture → Create Bump → 3D shader = a detailed render for a stylized architectural scene.
- Stylizing abstract materials - mix several Fast Noises at different Scales + Merge → Create Bump = a realistic multi-frequency surface.
- Relief on 3D text - an animated patchwork texture → Create Bump → Text 3D Material Bump = living text with moving micro-relief.
- Fake normals from a photo - a lit photo → Desaturate → high Contrast → Create Bump = approximate normals for light relief (a useful but imperfect hack).
Tips
- Desaturate the source before a Create Bump Map on a color texture. Otherwise, chromatic variations create fake relief.
- Subtle Height Scale - start at 1 and raise it only if the relief is invisible in the render. Above 3, the normals break (pixels with extreme values).
- Combine two Create Bumps - one on a large-scale texture + one on a fine noise → Blend the two → Bump input = multi-scale detail (big relief + micro-surface).
- Wrap X/Y for tiled textures - forgetting this setting leaves a visible seam in the 3D render.
- Filter Size 5×5 for a noisy source - keeps the normal map from looking "grainy".
- For pro PBR, prefer real normal maps (scanned, Substance, Poly Haven). Create Bump is a shortcut, not a substitute. Useful for prototyping or non-realistic needs.
