Problem creating bump map

I’m trying to make a stone for gltf2 export. I made a seam on the object because otherwise unwrapping creates overlapping regions.

First I use Voronoi texture as input for Bump height, then I bake normal to a Texture node, swap that node into Bump instead of Voronoi and export as gltf.

I don’t see any problems when rendering in Blender but in gltf viewer meshes on both sides of the seam are illuminated differently.

Any insight into why this is happening is appreciated.

Normal maps go through Normal Map Node… not Bump.

Example usage here:

https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html#normal-map

… if that isn’t working, another thing try would be to enable the GeometryTangents option during export. This can help ensure that the normal map is interpreted correctly in the viewer.

Thank you for your replies, what I’ve realized is that I was asking the wrong question.

I’m trying to make a stone for webGL and I want certain tradeoff between the .gltf file size and visual quality.

So what should I do:

  1. Create a good looking stone in Blender, like simple mesh → high level subdivision → distort (voronoi texture).

  2. Make the same stone, simple mesh → low level subdivision → distort (voronoi texture)

  3. Bake normals from 1 and apply as texture on top of 2

or

  1. Make a stone, simple mesh → low level subdivision → simple distort

  2. Generate high res voronoi texture and apply to 1

I looked into some tutorials but they didn’t make sense to me because people either somehow already have hi poly shape or their goal is not export for gltf.

Thank you!

I believe the first is the more common workflow, known as baking normals from a hi-res to a low-res mesh. This provides a lot of artistic control but does assume you have, or can create, a hi-res mesh. Either one could work though, as long as the final material is connected to a Principled BSDF material as the glTF exporter expects.