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I made a mixed texture on cycles, that has a image texture as color, and a layer weight for the 'border' effects. Now I want to use the same image as bump, but I want to know the correct configuration/node order to do that.

enter image description here

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    $\begingroup$ Connect your texture to the displacement socket in the output node $\endgroup$ – someonewithpc Jan 23 '15 at 15:59
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To have a good control over a bump value add to your existing nodes set a Mix RGB node (Add--> Color-->Mix RGB), set its type to Multiply and the Color 1 to pure white. Connect it to other ones as shown below. enter image description here

Now changing a factor of the node will result in a different amount of bumpiness. enter image description here

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You can use an image texture to influence the Normal value on any standard shader like as shown:

enter image description here enter image description here

You can also plug the image texture directly into the Displace value of your Output shader:

enter image description here enter image description here

The results are almost identical for both of the methods, however using the Displace method means you must mix the colors of all the textures you want to have influence the bumpiness of the material.

Also notice that you can use a Math node to influence the strength of the displacement (the bump value uses the Strength value). Set your Math node to Multiply and change the Value as desired:

enter image description here enter image description here

Now the bumpiness is diminished noticeably. You can also increase the Value setting to increase the bumpiness.

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    $\begingroup$ The bump node is a good way to go since it allows normal maps and image based bumped mapping at the same time. The Displacement socket on the Material Output Node cannot currently be used in combination with normal maps. $\endgroup$ – MarcClintDion Jan 24 '15 at 4:45

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