In this chapter we'll cover the topic about the bump mapping technique.
Last updated 9 April 2026
Introduction
In this chapter we'll cover the topic about the bump mapping technique.
The plugins with which this technique can be implemented are these three:
BRDFBump - Applies a bump map to some base BRDF.
BRDFMultiBump - Combines up to 4 bump maps.
We can also mention a related plugin - TexBlendBumpNormal. The TexBlendBumpNormal texture is similar to the standard 3ds Max Normal Map texture, but works on any V-Ray compatible geometry, including V-Ray proxies, displaced objects etc.
Parameters
BRDFBump
base_brdf - Base BRDF
bump_tex_color - Bump texture
bump_tex_float - Bump texture
bump_tex_mult - Bump amount
bump_tex_mult_tex - Bump amount texture
bump_tex - Bump texture; this is deprecated, use bump_tex_color or bump_tex_float
bump_shadows - true to offset the surface shading point, in addition to the normal
map_type - The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
normal_uvwgen - The uvw generator for the normal map texture when map_type is 1.
maya_compatible - When this is true the BRDFBump will try to match the Maya bump/normal mapping
compute_bump_for_shadows - true to compute bump mapping for shadow rays in case the material is transparent; false to skip the bump map for shadow rays (faster rendering)
bump_delta_scale - Scale for sampling the bitmap when map_type is 0. Normally this is tied to the ray differentials, but can be changed if necessary.
normal_map_mult - Multiplier applied to the normal map
additional_bump - Texture for additional bump effect
bump_map_mult - Multiplier applied to the bump map
BRDFMultiBump
base_brdf - Base BRDF
bump_tex_0 - Bump texture
bump_mult_0 - Bump multipler 0
map_type_0 - A list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
bump_tex_1 - Bump texture
bump_mult_1 - Bump multipler 0
map_type_1 - A list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
bump_tex_2 - Bump texture
bump_mult_2 - Bump multipler 0
map_type_2 - A list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
bump_tex_3 - Bump texture
bump_mult_3 - Bump multipler 0
map_type_3 - A list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
normal_uvwgen - The uvw generator for the normal map texture when map_type is 1.
TexBlendBumpNormal
normalMap1 – The texture to use for normal mapping. Care needs to be taken for correct gamma correction of any bitmap textures assigned here. Some software packages generate normal maps that include a 2.2 gamma correction, while other packages generate linear normal maps. The TexBlendBumpNormal texture assumes that any normal textures are in tangent UV space. The mapping channel that defines that UV space can be specified with the map channel parameter. 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 can be swapped with the green G channel using the swap red and green parameter.
normalMapWeight1 - Weight of first tangent space normal map.
normalMap2 - Second tangent space normal map.
normalMapWeight2 - Weight of second tangent space normal map.
bumpMap1 – An additional texture for bump mapping applied on top of the normal map.
bumpMapWeight1 - Weight of first bump map.
bumpMap2 - Second bump map.
bumpMapWeight2 - Weight of second bump map.
sharpen
Examples
BRDFBump
Python
C++
C#.NET
Node.js
Here's the result of the bumpMaterial applied to a plane - it resembles a colorful piece of chocolate:
TexBlendBumpNormal
In the example shown here, a metal normal map was used in the normal channel and a planks texture for the bump channel.