'Stacking' bumpoffset

I’ve seen this method used to improve the bumpoffset effect, but I have no idea how to achieve it. The shaders in the starter content seem fairly complex. Could someone breakdown how this is done?

Hi achr -

Can you be more specific of the effect you are trying to achieve? Pictures are always appreciated.

Eric Ketchum

I’m referring to the repetitious use of bumpoffset, which improves the effect of depth, as seen in the starter content material M_Cobblestone_smooth. But this material is too complex for me to breakdown.

Hi achr -

Don’t try to look at the material as a whole and figure out what is going on. Take a small section and follow the math that is being used as it goes through graph. You can right click any node and Start Previewing the node. This will show only the effects of the graph up to and including the previewed node. This will let you see what the effects of the nodes as you go. For the Cobblestone material there are a few “gotcha” moments worth talking about. The biggest one is the use of the Alpha Channel from the Normal map, if you look at the texture the Alpha is always one (White). The reason that it is used is the ability to pass the Height information from the Bump Offset to the Gradient Texture used to control the Linear Interpolates.

An ideal way to really understand everything in the material is to rebuild it section by section to see what each gives you.

Thank You

Eric Ketchum