I am trying to map a high resolution bump map on a UV sphere, I am using a UV map, and I get this result:

rendered moon

What causes the renderer to make these huge blobs? This should be a moon, far away and big (distance is about 500, size is 300 blender units), my bump map is 3840 x 2160 Pixels TIF file (I got the same result with a half resolution bump map, too), UV-mapped to the sphere. Mesh is set to smooth, Subsurf is set to 4 subdivisions, and the node setup is as follows:


Mapping (if I map the bump map to the color of the diffuse shader, it does not get pixelated): UV Mapping

What am I doing wrong?

Thanks for the help.

  • $\begingroup$ Could you show the unwrapping you did? one thing I can think of could be that it's mapping only a very small part of the sphere $\endgroup$
    – Luke S
    Jun 15, 2018 at 17:39
  • 2
    $\begingroup$ the strength of 500 kills the detail on the map. Try looking into the the experimental features to displace your mesh $\endgroup$
    – Sidar
    Jun 15, 2018 at 17:47
  • 2
    $\begingroup$ Setting the Image texture to non-color should help to.. But what Sidar says, search for micro displacement and adaptive subsurf. $\endgroup$
    – S.Visser
    Jun 15, 2018 at 18:41
  • $\begingroup$ Enable smooth shading. $\endgroup$
    – user1853
    Jun 15, 2018 at 19:34
  • $\begingroup$ @LukeS I have added the UV wrapping as an image. $\endgroup$
    – Nice Micro
    Jun 16, 2018 at 0:19

1 Answer 1


I have figured it out. The subsurf for rendering was accidentally switched off when baking the bump map.

Thanks for all your inputs!


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