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				Related nodes. Attributes. 
 Bump3d is a utility node that is useful for doing Bump
 Mapping.  Its job is to take the output of any 3d texture
 (usually the Out Alpha attribute) and convert it to
 "perturbed normals" that are used to calculate bump maps.
 Certain 3d textures, such as Crater, have an Out Normal
 attribute built right into them.  They can be connected
 directly to a shader to do bump mapping.  The others need
 to go through a bump3d node.
 Usually, the system will create the bump3d node for you when
 you specify a 3d bump map texture.  The Out Alpha attribute
 of the texture is connected to the Bump Value attribute of the
 Bump3d node, and the Out Normal attribute of the Bump3d node
 is connected to the Normal Camera attribute of a shader node, such
 as Lambert or Blinn or Phong.
 Stucco            Bump3d           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.
 Stucco        Bump2d        Marble        Bump2d           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.
 Stucco        Bump3d         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 Bump3d 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.
| Node name | Parents | Classification | MFn type | Compatible function sets | 
|---|
| bump3d | node | utility/general/bump:drawdb/shader/bump3d | kBump3d | kBase kNamedObject
 kDependencyNode
 kBump3d
 | 
Related nodes
layeredTexture, envCube, envSphere, envSky, envBall, envChrome, uvChooser, bump2d, 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 (42)
bumpDepth, bumpFilter, bumpFilterOffset, bumpValue, infoBits, normalCamera, normalCameraX, normalCameraY, normalCameraZ, outNormal, outNormalX, outNormalY, outNormalZ, pointCamera, pointCameraX, pointCameraY, pointCameraZ, pointObj, pointObjX, pointObjY, pointObjZ, rayOrigin, rayOriginX, rayOriginY, rayOriginZ, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, tangentUCamera, tangentUx, tangentUy, tangentUz, tangentVCamera, tangentVx, tangentVy, tangentVz, xPixelAngle
| Long name (short name) | Type | Default | Flags | 
|---|
|  | 
| bumpDepth(bd) | float | 1.0 |      | 
|
|  | 
| bumpFilter(bf) | float | 1.0 |      | 
|
|  | 
| bumpFilterOffset(bfo) | float | 0.0 |      | 
|
|  | 
| 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 |     |  |
 | 
| |  |  | normalCameraZ(nz) | float | 0.0 |     |  |
 | 
|  | 
| outNormal(o) | float3 | 0.0, 0.0, 1.0 |   | 
|
| |  |  | outNormalX(ox) | float | 0.0 |   |  |
 | 
| |  |  | outNormalY(oy) | float | 0.0 |   |  |
 | 
| |  |  | 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 |     | 
|
|  | 
|  | 
|  | 
|  | 
| 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 |     | 
|
|  | 
|  | 
|  | 
|  | 
| xPixelAngle(xpa) | float | 0.002053 |     | 
|