UV Surface Bump Quality

Blender appears to handle uv map object normals bump regions differently that most other 3d softwares. The bump surface detail varies on all sides when viewing an objects various surface axis points in the camera render. The bump depth looks more shallow on one side of an object than it does on another. Sometimes the bump depths on different sides of an object look as if they are inverted in different directions.

In other 3d softwares like Maya the bump depth on an object is consistently even on all sides of an object. Is this a Blender glitch or is there some fix to make uv bump maps in Blender have a consistent depth on all surface areas of an object?

can you be more specific

by bump depth do you mean how deep bumps look

are you using an image texture
or the stucci plugin
(or messing up trying to use another texture plugin, only stucci is intended for bump, an external one may be able to but it has to be designed for it)

if you are using an image texture try tuning off mipmaping for the texture (image buttons)

by bump depth do you mean how deep bumps look

I’m talking about bump map “depth”, that is the quality of how deep a bump map is I guess. And that is the issue here. And I had mentioned “uv” mapping so I was refering to texture map images.
I guess I will have to wait until Blender gets displacement maps. I’ll settle for now. Back to work.

I forgot to mention the Nor slider (below the nor, alpha, col and whatever buttons) in the material buttons. With it you can change the amount of effect your bump map has.

(the var and col sliders do the same thing, but to the color and variables)

Are you sure that all of your normals are ouside ?

what exactly does mipmapping mean/do?