Graphics Programs Reference
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From Blender 2.65 onwards, a Normal input socket has been added to all the ap-
propriate shader nodes, to input values for the bump of each shader node itself. This
input socket must be fed by a Bump node (press Shift + A and go to Vector | Bump ).
This is how we do so:
1. Starting from the start_14.blend file, select the Math node in the
Node Editor window and delete it (press X ).
2. Put the mouse pointer in the Node Editor window and press Shift + A to
add a Bump node (press Shift + A and go to Vector | Bump ).
3. Connect the Fac output of the Wave Texture node to the Height input
socket of the Bump node and the output of the latter to the Normal input
socket of the Diffuse BSDF shader node. Set the Strength value to
0.050 .
4. Add a Voronoi Texture node (press Shift + A and go to Texture | Voronoi
Texture ) and a new Bump node (press Shift + A and go to Vector |
Bump ). Connect the Fac output of the Voronoi Texture node to the
Height socket of the new Bump node and connect the latter to the
Normal input socket of the Glossy BSDF shader node:
5. Save the file as start_15.blend .
As you can see in the preceding image, it's now also possible to have the bump ef-
fect per node . That is, every shader node can have a different bump with different
strength (note that it's no more needed to connect anything to the Displacement
input socket of the Material Output node). This way, we can have a certain bump
effect only on an established component of the shader (the diffuse shader), and a
different bump on the other components (the glossy shader), as shown here:
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