How to attach a Bump Node to a Node setup containing many shaders in Cycles? Link to my file in question
File info :File consists of a mesh shaped like a shield that is undergoing a softbody sim. Uses 4 individual materials.
My aim : I need to use Bump on the entire mesh to apply light surface imperfections through a Musgrave texture + Bump node
I saw various tutorials on Youtube involving bump mapping using a noise texture connected to a Bump node connected to a shader's/Principled BSDF's normal input.
Basically, these node setups contain a single shader, so there is a single noise + bump plugged into a shader's normal input.
However, in my file's material I downloaded off the Internet, there are various many shaders, connected to each other through Mix Shaders, etc
How do I use a bump node on the mesh if there are innumerable shaders in my setup, rather than 1?
The shaders for which a normal input makes sense usually do have a normal input.
You can plug the output of a node into any number of node inputs.
Example :

Or you can simply use a displacement node and connect it into the displacement input of the &quot;Material Output&quot; node :

It's hard to get exactly the same result using these two methods. The benefit of the first one is that you can define different bump maps for each type of shader.