Table Of Contents
The output of this shader is a displacement vector, which when attached to the material bump-map input will result in a perturbed normal.
We recommend when using regular height-field bump maps, you pre-blend the texture input, which is more accurate and more flexible than using this node to do blending after generating the bump.
This is the bump/normal map displacement vector for the base layer of the material.
Layer 0, 1, 2
This is the bump map displacement vector for a subsequent layer of the material.
This is a scale that is applied to the bump map displacement vector, to control the 'strength' of the bump.
By default the blending method for layers is that they 'take' from the previous layers and so on. For example, if Layer 0 had a 'Blend Weight' of 1.0, the base layer would contribute nothing, leaving only Layer 0's bump contribution. This option allows you to disable that blending rule and just add the subsequent layers.
Layer 1 Weight: 0.0
Additive Mode: Disabled
Base Layer: Brick Texture
Layer 1: Cobblestone Texture