This page provides details on how to use the optimized Bump Material in V-Ray.


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.


UI Paths


||mat Network|| > V-Ray > Material > Bump

||out Network|| > V-Ray Render Elements node > V-Ray > Material > Bump



The BRDFBump node provides inputs for controlling various material properties. Most inputs correspond to parameters in the section below.



base_brdf – Allows the user to specify a base material to which the bump/normal effect is added.



Type – Allows the user to specify 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.
From Bump – The map is applied as determined by map type itself.
Explicit Normal – Applies the map as an explicit normal.

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.

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