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title: "Normal Bump"
canonical: "https://documentation.chaos.com/space/VBLD/117638779/Normal%20Bump"
format: markdown
---
This page provides information about the Normal Bump texture in V-Ray for Blender. Overview The Normal Bump Map node works on any V-Ray-compatible geometry, including V-Ray proxies, displaced objects, etc. UI Path:  ||V-Ray Node Editor|| >  Shader  >  Add  >  Textures  >  V-Ray Normal Bump Node Input Sockets This section describes the input sockets of the node. The sockets have dedicated parameters, which are further described below. Map  – Specifies the color node to be used as the bump map. Additional Bump  – Allows a separate bump texture to be attached that can add up to the appearance of the texture. Global Multiplier  – Allows a float node to determine the multiplier of the entire bump effect. Mapping  – Allows a  Mapping  node to be connected to adjust the UVs. Properties Bump Tex Mult  – A multiplier that controls the strength of the bump effect. A texture can also be attached to this socket. Map Type  – Determines how to read the loaded map: Bump Map   – Uses a bump map to determine the bump effect of the material. Normal map in tangent space   – Uses a tangent normal map to determine the bump effect on the material. Normal map in object space  – Uses an object space normal map to determine the bump effect on the material. Normal map in screen space   – Uses a screen space normal map to determine the bump effect on the material. Normal map in world space   – Uses a world space normal map to determine the bump effect on the material. From texture bump output   – Uses the texture bump output to determine the bump effect on the material. Explicit normal  – Sets the normals to adhere to a specific value rather than being dependent on a face. As a result, any changes made to the position of a face do not affect the normals, which remain unchanged.  When the Map Type is set to any  Normal , pay attention to the correct gamma correction of any bitmap texture assigned here. Some software packages generate normal maps that include a 2.2 gamma correction, while other packages generate linear normal maps. The Normal Map node assumes that any normal textures are in Tangent UV Space. The mapping channel that defines that UV space can be specified with the Map Type channel parameter. When the Map Type is set to  Bump Map , an additional bump mapping texture is applied on top of the Normal map. Normal Map Multiplier  – When the  Type  is set to  any Normal map , this serves as a multiplier for the bump effect. Normal Map Rotation Angle  – When the mode is set to  Normal map in tangent space , this parameter specifies its rotation angle. Additional Bump Amount  – When a node is connected to the  Additional Bump  socket, this serves as a multiplier for its bump effect. Additional Bump Type  – Determines how to read the additional bump map.  Bump Map   – Uses a bump map to determine the additional bump effect. From Texture Bump Output  – Uses the texture bump output to determine the additional bump effect. Bump Delta Scale  – Scale for sampling the bitmap when using bump mapping. The exact value is calculated automatically by V-Ray, but can be scaled here. Resolution-Independent Bump  – When enabled, the Bump Map effect does not depend on the render resolution. Meaning that an animation of the camera zooming in or zooming out will show the bump staying consistently the same size. Global Multiplier  – A multiplier that controls the strength of the entire bump effect. Flip Red  – When enabled, flips the red channel. This is needed for maps produced by some software packages. Flip Green  – When enabled, flips the green channel of the Normal map. This is needed for maps produced by some software packages. Swap Red Green  – Swaps the red and green channels of the Normal map. Some software packages assume that the green G component of the Normal map is the "up" direction along the surface normal. Blue To Z Mapping  – Determines how the blue channel is read: Blue to Z [-1,1]  –  V-Ray assumes that the blue B component is "up" for the Normal map (the direction along the surface normal), which means that the "neutral" color of a Normal map is RGB: 128, 128, 255. This is the default method. Blue to Z [0,1]  – V-Ray maps the blue channel to the Z axis.