# Problems with Gradient and Bump Node

I'm trying to make a color gradient. When I use Wave Texture as a color, everything works correctly, the gradients are not sharp.

But if I connected Wave Texture as Bump Height, the gradients become very sharp.

How to make the gradient smooth for Bump Node? and what am I doing wrong?

(Blender v 3.3.0)

Your Bump 'Height' is over the top, for the dimensions of the mesh. You can either dial down the height itself, or adjust 'Distance', which is just a height multiplier.. same thing.

('Strength' is a simple linear mix between the RGB=XYZ(No Bump) and RGB=XYZ(Bump).. subtly different, less easy to interpret physically. I treat it as a purely visual effect, only if needed, otherwise 1)

One tip for Shift-slide-adjusting tiny values.. pop them through a multiplier on the way in. You can always type in the right value once you've found it:

• what does OTT stand for? Commented Oct 9, 2022 at 11:17
• @Chris [Over The Top] ! My bad.. thought that one crossed language-barriers :) Commented Oct 9, 2022 at 11:27
• @Chris google any initialism together with urban dictionary, and you will reliably find a definition for each. Commented Oct 9, 2022 at 11:47
• Yep, but I found dozens of explanations…😬when I searched for abbreviations Commented Oct 9, 2022 at 11:53
• Modifying the distance to small numbers using a multiplication totally did the trick for me. Thanks @RobinBetts! Commented Feb 16 at 18:40

To my knowledge, Bump is used for sudden changes in surface height to create sharp bevels. I've seen techniques that averages multiple bumps to blur it, but maybe you want to try a setup like this:

• but if plugin a simple noise texture, i got this: [1]: i.sstatic.net/0AJIa.jpg and maybe i am wrong but this doesn't look like sharp edges to me... Commented Oct 9, 2022 at 9:20
• AFAIK, Bump approximates normals by passing heights through a Sobel filter.. or something very like it. It actually makes a better approximation of normals on smooth gradients than on sharp ones, because it's based on discrete samples. (As always, waiting to be shot down :) ) Commented Oct 9, 2022 at 10:03
• @RobinBetts exactly, it's an edge detection algorithm, that's why I thought it's supposed to create sharp edges, but somehow this is not the case as your answer shows... 🤔 Commented Oct 9, 2022 at 10:39
• Hi @MarkusvonBroady .! . I'm always open to correction.. it seems to me that the output of Sobel is a discrete approximation of (dh/dx, dh/dy), whatever the gradient.. it just happens to throw up values which can be put through a threshold to detect edges. Commented Oct 9, 2022 at 10:46