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title: "V-Ray Bump"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113280188/V-Ray%20Bump"
format: markdown
---
This page provides details on how to use the optimized Bump Material in V-Ray.   Overview The BRDFBump gives the ability to add bump map and normal map effects when using any material. Simply connect a material into the BRDFBump node to add additional bump or normal map functionality. Stacking multiple BRDFBump nodes together can create a more complex surface material by allowing the use of several bump and/or normal maps together easily. Node The BRDFBump node provides inputs for controlling various material properties. Most inputs correspond to parameters in the section below. base_brdf  – Specifies a base material to which the bump/normal effect is added. Parameters Type  – Specifies whether a bump map or a normal map effect is added to the base material.  Bump  – Applies the map as a bump map. Normal (Tangent)  – Applies the map as a normal map in tangent space. Normal (Object)  – Applies the map as a normal map in object space. Normal (Camera)  – Applies the map as a normal map in screen/camera space. Normal (World)  – Applies the map as a normal map in world space. Explicit Normal  – Applies the map as an explicit normal. Resolution-Independent Bump  – When enabled, the bump effect is not affected by the rendering resolution and the distance of the object from the camera. By default, the bump effect is recalculated based on the object’s size in pixels. This option disables that, allowing a more realistic zoom-out or zoom-in animation to take place, for instance.  Bump Shadows  – When enabled, offsets the surface shading point in addition to the normal. Compute Bump For Shadows  – When enabled, V-Ray computes bump mapping for shadow rays in case the material is transparent. When disabled, V-Ray skips the computation and uses the bump map for shadow rays (faster rendering). Bump Amount  – Specifies the strength for the bump/normal effect. Bump Delta Scale  – Scale for sampling the bitmap when the  Type  is set to Bump mapping. The exact value is calculated automatically by V-Ray and is tied to the ray differentials, but can be scaled here. Maya Compatible  – When enabled, the  BRDFBump  tries to match the Maya bump/normal mapping. Example: V-Ray Bump Material vs V-Ray Material with Bump In this example, bump maps are used for the surface of the table. Both V-Ray Material and V-Ray Bump material can control the strength of the bump map by using a multiplier. The V-Ray Bump material has a higher multiplier value than the V-Ray Material bump map. VRayMtl is used. V-Ray Bump Material is used.