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normal maps and bump maps are…

36% the same thing
63% different
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@kasdeya huh, are normal maps not a subset of bump maps?

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@Atirut I never thought of it like that! I learned the term “bump map” from the Source Engine, where it’s basically a greyscale map of how bumpy different parts of the model are. so when I hear “bump map” I think of that specifically - which is pretty different from a normal map

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@kasdeya i have a feeling they refer to the same thing but are just different names that depend on technical background... though i have a suspicion that i am probably wrong and there might be differences in either implementation or specific purpose.

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@kasdeya i am not familiar with bump maps though what i know of normal maps is they define the surface of a texture. so i suppose bump maps are information to indicate about how to do things like tessellation? essentially changing the geometry a bit based on textures?

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@kasdeya oh gods we could infodump about this for at least an hour

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a slightly lengthy explanation
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@Atirut @kasdeya they can both be used to get similar effects (having a flat polygon respond to lighting direction differently across its surface) but they're encoding different data, and are incorporated into rendering in different ways!

a bump map is (as it sounds like) single-channel, storing effectively a height-map of the surface detail. it doesn't actually contain any directional information, but this can be reconstructed reasonably well from the bump data

a normal map is three channels, and it stores directional data — it's quite literally storing for each pixel the direction of the "normal" vector (normal here meaning the same thing as the normal force in physics: it's the vector that extends perpendicular to the surface tangent). a normal map doesn't actually have any direct height or displacement information, but is much better at capturing subtle surface details that still affect lighting (like there being a tiny seam between two panels so they reflect light at slightly different angles)

whether a render pipeline is set up for bump maps vs normal maps depends on a lot of things, and they can even be used together in certain scenarios as the kind of detail they capture is more complementary than equivalent, but yeah they're two different ways of trying to enhance a surface's interaction with how light is rendered, and they can often be used to achieve similar effects

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@shijikori tempest has a really good explanation of the difference here!

to be honest I didn’t think there was one right answer - I thought it depended on the software that one was using. but apparently there is?

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@kasdeya damn. i was off even on the normal map. i think i was thinking about a PBR map.

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