Bump
Sculpt the surface with the brush. Raise pushes it out, Carve cuts it in.
Bump draws to the height or normal map and leaves your color layers exactly as they were. Turn on Lighting, BASE MATERIAL, PBR Display and the relief appears. The tool says so once in the status bar each time you select it. A paint brush that sculpts true height with a shaped cross-section is not something I have found anywhere else. Of course, that only matters if it gets a panel line or a dent onto your model faster than modeling one, and it does.
The brush tip's gray levels are the shape, ZBrush-alpha style, so any brush or imported .abr file works as a stamp. Pick a texture as well and mid-gray means no change, so one stamp can emboss and engrave at once.
Option bar
- Raise - The stroke pushes the surface out.
- Carve - The stroke cuts the surface in. Panel lines, dents, scratches.
- Height - Sculpt a real scalar. Strokes build up and Relief re-lights it afterwards. This is the richer one to work in.
- Normal - Stamp a normal map. It is baked at paint time and exports as the normal map, which is what glTF carries.
- Profile - The stroke's cross-section: Round is a dome, Chisel a flat floor with angled walls, Soft a gentle swell, Peak a narrow crease.
- Depth - 2 to 100 percent, default 25. How far one stroke moves the surface. Stroke again to go further.
- Relief, in Height mode - 0 to 8, default 1. How hard the painted height catches the light. This is a view setting: turn it down and what you painted stays intact.
- Relief, in Normal mode - 0 to 32, default 8. How steep the stamped normal is. This one is baked into the map as you paint, so it shapes the strokes you make from here on and leaves what is already down as it is.
Height and Normal are exclusive, and only the Relief chip belonging to the current destination is shown.
Notes
- Bump rides the shared brush, so size, hardness, shape, rotation, jitter, spacing, opacity, symmetry, Stick To Surface and Depth Paint all apply.
- Dabs accumulate by taking the maximum rather than by stacking, which is unique to this tool. A stroke goes exactly Depth deep at any spacing or drag speed, and going over the same place twice in one stroke keeps it there.
- One held drag can raise a texel by at most Depth. Release and stroke again to go deeper.
- Raise and Carve are latched at the start of a stroke. Flipping mid-drag affects the next one.
- Erasing flattens the height rather than clearing it.