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I've been searching online for 3+ hours trying to figure this problem out, I finally have to post my problem to search for an answer.

When I apply my bump map to an object's texture, the map doesn't read the non-color height information coming from the image. I thought this was a software problem so I did a fresh install of the latest release of Blender (I did not install the beta version). I did the same steps as last time and it still did not work.

Also, note that when I apply a bump map the texture of the image does change to show a collection of cubes on the surface of the texture. Look at the images below to get a better idea of my situation.

I checked all of my drivers and they are all up to date. I'm stumped and I could really use a helpful solution to this problem. Thanks.

Updated Blender File

Image of what the texture is supposed to look like

General View of Problem

Nodes

Bump Bands but no Bumps

texturenotworking

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  • $\begingroup$ Comments are not for extended discussion; this conversation has been moved to chat. $\endgroup$ Commented May 24, 2020 at 23:18

2 Answers 2

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The Principled's Normal socket (and all other Normal sockets) is used to fake 3D. It is useful to save a lot of memory and calculation, because you can keep a low-poly object. The bumps we see are fake bump, meaning only shadows, the topology is not displaced for real, you'll notice it if you move your object, a plane will remain flat. You can either plug Bump or Normal map nodes into this Normal socket.

(For real displacement, meaning you want to add real 3D effect to the topology without actually moving any face in Edit mode, you need to have enough geometry, otherwise Blender wont be able to move any face. You can either do it with the Shader Editor and plug the Bump node into the Displacement node, or use the modifier called Displacement. With these methods you'll see a real 3D effect. But it's another topic.)

So the basic setup for a fake bump effect is the following one: Prepare your color image and its bump version. The bump version is a b&w picture, you can use a software like CrazyBump to make it, or just convert your color image to b&w for the moment.

enter image description here enter image description here

Now setup this node organization, plug the color image into the Base Color input of the Principled BSDF, plug the bump image into a Bump node, into the Normal input of the Principled BSDF.

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Here is the result:

enter image description here

To see the bump effect only, unplug the color image:

enter image description here

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As a general rule, always use non-color data instead of sRGB when using maps. sRGB is only for color image textures.

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  • $\begingroup$ Thanks for the tip. I must've forgotten to change it to noncolor data. I just changed it with no effect on the problem I've had with no bumps/depth shown on the shader. $\endgroup$
    – Moeskie
    Commented May 24, 2020 at 12:16
  • $\begingroup$ I was confused about that, I see bumps on the shader, that's whz I figured, they were only wrong, or taken from the wrong channel. Can you highlight your problem a bit more, then I can probably refine my answer. $\endgroup$ Commented May 24, 2020 at 12:19
  • $\begingroup$ When you zoom into the texture there is no 3D aspect to the texture. The texture is completely flat. I've seen others do bump mapping and it has a more profound 3D effect than what I've come up with. I also have double-checked all of the nodes that make up this shader. To see my problem you can also download my project file. $\endgroup$
    – Moeskie
    Commented May 24, 2020 at 12:48

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