Simply connect a material into the VRayBumpMtl node to add additional bump or normal map functionality. Stacking multiple VRayBumpMtl nodes together can create a more complex surface material by allowing the use of several bump and or normal maps together easily.

When Bump Shadows are enabled, V-Ray takes into account shadows produced by objects with the bump material applied to them. In the images below, a checker map is used to bump the tiles for slightly different heights, as well as bumping the lines between the tiles. When Bump Shadows is turned on, the reflection of the train on the reflective floor tiles has been affected. Whereas when Bump Shadows is not turned on, the bump from the reflective floor tiles plays no part in how the shadows and reflection are rendered.


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For example, in a Vray Concrete Material? The Bump Channel is already being used by the concrete bump map. How do I add another Bump Map channel to have both the concrete texture, and the smoothing Edge Texture?

Simply apply a Bump Material to an object to add additional bump or normal map functionality. Stacking multiple Bump Materials together can create a more complex surface material by allowing the use of several bump and or normal maps together easily.

The Bump material settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

With V-Ray 5, update 2, all Normal maps of newly-created materials are calculated in Tangent space. The options for Object/World/Screen space normal maps are now considered legacy options. They remain unchanged in materials from older scenes unless the materials are updated to a non-legacy bump mode. In this case, the legacy options cannot be restored back.

Materials need to be applied to objects (groups/components) to have working displacement. If various materials are applied to different faces of an object, the displacement from the top-level (group/component) material will be used on all of them. Normal Displacement will take into account the texture size of each different face material, while 2D Displacement will ignore them.

Basically, is there something I can plug both texture file nodes into, which has a slot that I can use to plug in a file to use as a mask? ie, black on the mask means Bump File A will take precedence in this area, and white means Bump File B will take precedence. Tried using a Blend Colour utility node for this but things got messy when I plugged it into the bump slot of my Vray Material.

a bit more practical approach, imho, would be a vray blend material. So you can have independent controls on both materials, in terms of color, spec, refl and so on. No need to layer texture every channel as in the first example. Mask is used to set how the materials mix.

Just apply a reset xform, the collapse, add some subdivisions to that plane, put the noise map in the bump channel and be sure that the texture visible in the viewport and adjust until you can see it.

In SketchUp a face can only have one set of texture coordinates (and only one texture/material). In some other modeling programs, faces can have independent texture coordinates for every material layer.

In a rendering application you need some kind of UV mapping to keep the components of a material shader in place. Usually the different bitmaps can differ in size and their position, spacing etc. can vary. For instance, a wood siding can consist of a wood texture and a bump or displacement texture to take care of seams. I would guess that on a component or a group, like in SketchUp, any texture placement is more or less random.

@Nullo What happens if you apply the same material to another face and render that? Also, does this face lie inside a mirrored group/component? Perhaps there is a bug in V-Ray regarding mirroring and flipping of axes.

One more thing that can make the bump miss detail is the render setting for pixel filter. It affects the whole image not just the bumpmap, but makes small crispy details more apparent, if it is set to a lower value.

Note: with low values you can also get bad AA of high contrast edges.

Hi, I've been using vray 3.6 and Im trying to make a wooden floor. So I apply the texture with a vray material and then create a bump texture of the same image with photoshop and apply it in the maps section of material editor. When I double click the material, I can see the bumps real fine. But when I render the image, the bump is not there.

I've turned on and off a lot of things, searched online high and dry, but couldn't figure out what could be the problem. Can anyone help?

In preview, the bump is showingIn render, the bump is absent

Hi, thanks for replying. Im pretty new in all this. 

How do I add noise map and bump map together? If I try to add a noise map, it just replaces the defuse map (with bump).


Also, I have tried cranking up the bump value to 300-400 but it doesnt work at all.

I use using Transmutr 1.0.5

My v-ray bump and normal maps and reflection maps are not loading into sketchup

If you see the pic below I have loaded in the normal maps and spec into Transmutr

bug1.PNG.jpg988792 283 KB

but when i look in sketchup after I open the exported file, it has the diffuse and that is it?

bug2.PNG790680 122 KB

Sometimes, the bump texture is too rough; the white parts in the image, for VRay, means the texture rises and the black means the texture dips, the greys are all in-between dips and rises (depending on how dark or light). You can soften the bump effect by brightening the image and/or reducing the contrast of the Bump Map image.

After upgrading to the latest version of Enscape (2.5) I am now unable to adjust my bump maps in the Enscape Material Editor. There used to be a slider that would let me adjust the sensitivity of the bump but as soon as I apply a normal map the slider disappears and the software applies what I'm assuming is a standard value. As I'm sure you understand this is creating some issues with me producing architectural renderings.


I'm currently running SketchUp Pro 2018.

Forgive me if I'm wrong, but I was under the impression that the normal map defined the actual height of the bump, so the height slider wasn't necessary. (If you want the height to be adjustable, you put the normal into the bump texture rather than use it as a normal.)

Purebeaux Gadget is absolutely correct - the height scale only works for bump maps. It is used to interpet the given bump map when translating it into a normalmap. When a normal map is provided the renderer simply uses it as it is. 


Clemens Musterle I totally agree with Purebeaux here, I too have been experiencing problems with the naming and the bump slider disappearing. Even though normal map and bump map exists in most of rendering software there is almost always a slider to adjust it anyway. I get that the naming affects this, but renaming my whole gallery (because poliigon is one of a dozen that uses normal to label its normal map) would be a huge pain.

Also, the normal map is a suggested height projection, in the sense that sometimes I like to accentuate my wood floor lines.. and it now is more or less possible. It gives less control over our materials, thats what I think.

In previous versions there was no automatic normalmap detection, so it's not unlikely that you might have added that normalmap, but essentially it only used the greyscale information of the texture and interpeted it as a bumpmap.


I totally agree with Purebeaux here, I too have been experiencing problems with the naming and the bump slider disappearing. Even though normal map and bump map exists in most of rendering software there is almost always a slider to adjust it anyway.

The bump height scale slider only works for bump maps - if a normalmap is detected it is therefore hidden. We could theoretically add something similar like a "normal intensity" slider as well, as a new feature to basically post process the normal map directly in Enscape.


Most PBR texture websites use normal maps.


The previous sensitivity slider worked quite well when using normal maps. I could adjust materials to achieve the overall look I wanted (sometimes less bump sometimes more). Removing the ability to adjust this just doesn't make much sense to me.


Based on your replies it appears that perhaps the slider had a placebo effect and wasn't actually doing much when using normal maps? I can assure you it was.


Other than this criticism I've really enjoyed using Enscape and the improvements you've made (especially the asset library and what's to come for it).

I Think that Clemens is right, before the normal map was interpreted as a basic bump map, and "turned" it into greyscale in order to make it work... that means you was not adjusting the normal map, but only the greyscale version of it in other words, you were missing all the great stuff that makes a normal map better than a bump map e24fc04721

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