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				Related nodes. Attributes. 
 Bump2d is a utility node that is useful for doing Bump
 Mapping.  Its job is to take the output of any 2d texture
 (usually the Out Alpha attribute) and convert it to
 "perturbed normals" that are used to calculate bump maps.
 Usually, the system will create the bump2d node for you when
 you specify a bump map texture.  The Out Alpha attribute
 of the texture is connected to the Bump Value attribute of the
 Bump2d node, and the Out Normal attribute of the Bump2d node
 is connected to the Normal Camera attribute of a shader node, such
 as Lambert or Blinn or Phong.
 Checker           Bump2d           Blinn
 ---------         ------           -----
 Out Alpha  ---->  Bump Value
                   Out Normal ----> Normal Camera
 You can also "stack" different bump maps on top of one another.
 To do this, connect the Out Normal attribute of one bump
 map to the Normal Camera attribute of another.
 Checker       Bump3d        Cloth         Bump3d           Blinn
 -------       ------        -----         ------           -----
 Out Alpha --> Bump Value    Out Alpha --> Bump Value
               Out Normal ---------------> Normal Camera
                                           Out Normal ----->Normal Camera
 Note: If you are bump-mapping a shader that is using environment
 maps, then you must connect the Out Normal attribute of the bump
 node to the Normal Camera attribute of the Environment Texture, as
 well as to the Normal Camera attribute of the shader.  Otherwise, the
 environment will not be correctly reflected in the bumpy areas.  There
 is a MEL script to do this for you;  after you have connected the
 Out Color of the environtment map to the Reflected Color of the shader,
 type "cnctBumpProjNormal shader-name" in the command line, replacing
 shader-name with the name of your shader.
 Checker       Bump2d         EnvSphere         Blinn
 -------       ------         ---------         -----
 Out Alpha --> Bump Value     Out Color ------> Reflected Color
               Out Normal --> Normal Camera
                      and --------------------> Normal Camera
 You can use the other attributes of the Bump2d node to control
 the depth and filtering of the bump map.
 In the table below, important attributes have their names
 listed in bold in the description column.
This node is MP safe
| Node name | Parents | Classification | MFn type | Compatible function sets | 
|---|
| bump2d | shadingDependNode | utility/general/bump:drawdb/shader/bump2d | kBump | kBase kNamedObject
 kDependencyNode
 kBump
 | 
Related nodes
layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, leather, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture
Attributes (65)
The following quick index only shows top-level attributes (too many attributes to show them all): adjustEdges, bumpDepth, bumpFilter, bumpFilterOffset, bumpInterp, bumpValue, infoBits, normalCamera (3), outNormal (3), pointCamera (3), pointObj (3), provide3dInfo, rayOrigin (3), refPointCamera (3), refPointObj (3), tangentUCamera (3), tangentVCamera (3), uvCoord (2), uvFilterSize (2), vertexCameraOne (3), vertexCameraTwo (3), vertexUvOne (2), vertexUvTwo (2), xPixelAngle
| Long name (short name) | Type | Default | Flags | 
|---|
|  | 
| adjustEdges(ae) | bool | false |      | 
|
|  | 
| bumpDepth(bd) | float | 1.0 |      | 
|
|  | 
| bumpFilter(bf) | float | 1.0 |      | 
|
|  | 
| bumpFilterOffset(bfo) | float | 0.0 |      | 
|
|  | 
| bumpInterp(bi) | enum | 0 |      | 
|
|  | 
| bumpValue(bv) | float | 0.0 |      | 
|
|  | 
| infoBits(ib) | integer | 0 |     | 
|
|  | 
| normalCamera(n) | float3 | 0.0, 0.0, 1.0 |     | 
|
| |  |  | normalCameraX(nx) | float | 0.0 |     |  |
 | 
| |  |  | normalCameraY(ny) | float | 0.0 |     |  |
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| |  |  | normalCameraZ(nz) | float | 0.0 |     |  |
 | 
|  | 
| outNormal(o) | float3 | 0.0, 0.0, 1.0 |   | 
|
| |  |  | outNormalX(ox) | float | 0.0 |   |  |
 | 
| |  |  | outNormalY(oy) | float | 0.0 |   |  |
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| |  |  | outNormalZ(oz) | float | 0.0 |   |  |
 | 
|  | 
| pointCamera(p) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | pointCameraX(px) | float | 0.0 |     |  |
 | 
| |  |  | pointCameraY(py) | float | 0.0 |     |  |
 | 
| |  |  | pointCameraZ(pz) | float | 0.0 |     |  |
 | 
|  | 
| pointObj(po) | float3 | 0.0, 0.0, 0.0 |     | 
|
|  | 
|  | 
|  | 
|  | 
| provide3dInfo(p3d) | bool | false |     | 
|
|  | 
| rayOrigin(ro) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | rayOriginX(rox) | float | 0.0 |     |  |
 | 
| |  |  | rayOriginY(roy) | float | 0.0 |     |  |
 | 
| |  |  | rayOriginZ(roz) | float | 0.0 |     |  |
 | 
|  | 
| refPointCamera(rpc) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | refPointCameraX(rcx) | float | 0.0 |     |  |
 | 
| |  |  | refPointCameraY(rcy) | float | 0.0 |     |  |
 | 
| |  |  | refPointCameraZ(rcz) | float | 0.0 |     |  |
 | 
|  | 
| refPointObj(rpo) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | refPointObjX(rpox) | float | 0.0 |     |  |
 | 
| |  |  | refPointObjY(rpoy) | float | 0.0 |     |  |
 | 
| |  |  | refPointObjZ(rpoz) | float | 0.0 |     |  |
 | 
|  | 
| tangentUCamera(tu) | float3 | 1.0, 0.0, 0.0 |     | 
|
|  | 
|  | 
|  | 
|  | 
| tangentVCamera(tv) | float3 | 0.0, 1.0, 0.0 |     | 
|
|  | 
|  | 
|  | 
|  | 
| uvCoord(uv) | float2 | 0.0, 0.0 |     | 
|
|  | 
|  | 
|  | 
| uvFilterSize(fs) | float2 | 0.0, 0.0 |     | 
|
| |  |  | uvFilterSizeX(fsx) | float | 0.0 |     |  |
 | 
| |  |  | uvFilterSizeY(fsy) | float | 0.0 |     |  |
 | 
|  | 
| vertexCameraOne(vc1) | float3 |  |      | 
|
| |  |  | vertexCameraOneX(c1x) | float | 0.0 |      |  |
 | 
| |  |  | vertexCameraOneY(c1y) | float | 0.0 |      |  |
 | 
| |  |  | vertexCameraOneZ(c1z) | float | 0.0 |      |  |
 | 
|  | 
| vertexCameraTwo(vc2) | float3 |  |      | 
|
| |  |  | vertexCameraTwoX(c2x) | float | 0.0 |      |  |
 | 
| |  |  | vertexCameraTwoY(c2y) | float | 0.0 |      |  |
 | 
| |  |  | vertexCameraTwoZ(c2z) | float | 0.0 |      |  |
 | 
|  | 
| vertexUvOne(vt1) | float2 |  |      | 
|
| |  |  | vertexUvOneU(t1u) | float | 0.0 |      |  |
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| |  |  | vertexUvOneV(t1v) | float | 0.0 |      |  |
 | 
|  | 
| vertexUvTwo(vt2) | float2 |  |      | 
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| |  |  | vertexUvTwoU(t2u) | float | 0.0 |      |  |
 | 
| |  |  | vertexUvTwoV(t2v) | float | 0.0 |      |  |
 | 
|  | 
| xPixelAngle(xpa) | float | 0.002053 |     | 
|