Skip to main content

Bump Mapping

Bump mapping derives small normal perturbations from a height texture without moving mesh vertices.

Example​

GitHub
0s

Configure the material​

The following fields update an existing PBR material; see Materials guide.

material.setProps({
pbrMaterial: {
bumpMapEnabled: true,
bumpFactor: 0.8
}
});

Parameters and textures​

pbr_bumpSampler uses a linear red-channel height map, scaled by bumpFactor. It composes with normal mapping and has its own UV selection and transform. It changes shading rather than silhouette, geometry, or parallax. The corresponding glTF mapping is experimental; treat it as an evolving interoperability path.

Model integration​

Bind pbr_bumpSampler and enable HAS_BUMPMAP: true in the compatible model's defines. Uniform updates do not add shader features or texture resources. The glTF converter supplies the matching defines and bindings when importing these material inputs.

See Textures and UV coordinates for binding names, map enablement, and color handling.