Thanks for the file, ignore the PM then. Thank you, Randy.
The mesh is the problem, as it is not completely connected. No short cut here to fix it. To get the edge rounding with a bump map will not work.
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There are three things, with more or less impact to this:
• The mesh is not really connected. See image.
• Bump settings above 20% seems always a risk to me, to go at (+/-) 500% even more so.
(There is more to it and I hope I get the triangle explained—“bit-depth/value”, resolution and strength)
• The texture is 8bit/c and using (roughly) only half of the values. [0-58%], so 0-129 (of 256 total).
Bump maps are a fake, as you know. They take changes from one value/pixel to the next as a virtual change of the normal direction. The higher the change and the percentage, the more harder the light change is. To have only a few values (half of 8bit ~) and a high dynamic in the percentage allows for a strong contrast. The wrong action would be, to just use a Level [Ps] and “stretch” the values (as some tutorials sadly show) and switch then to 16bit/channel. The texture must be set from the start to anything but 8bit/c if such strong effect is needed, the strength shouldn’t be high, otherwise effects with a more or less tangential view to the surface are typical.
As they (bump) fake the normal direction, they work only inside of a polygon or a connected group of polygons. I they are interrupted the effect stops. The interruption seems to be the problem here in the first place. Hence I guess that is why the value is at 500%, and even then you get not a real fix, especially not as some areas are connected and so the “stripes” appear. A problem that occurs while trying to fix another one… So, let’s explore this to avoid it in the future and find a better way. Or jump to the ===== directly
I checked also the light source, as I really advice NOT to use Shadow Maps. These are as well fake and the lowest quality one can have. Especially if set up in the way I found it in the file. It had only 250x250 points, which means, as it was set up to worse case “Omni” it has a 90ºx90º field of view for that map. It is not a texture map, it is a point map. Between these points the “shadows and gradients of the result are interpolated. It didn’t lead here to the problem as the area shadow delivers with the Bump 8bit/c and -500% a similar result. (The artifacts starts at around -200%, so if the texture would be optimized, this indicates that even then a high strength value would be needed. High values are possible here (+/- 1m) to counteract blur results from MIP/SAT)
The second image shows, with the same texture but adjusted to black and white, where the area of the bump would be. To get the rounding established.
The tangential view might be not supportive here either.
The Physical Render is certainly great, but it produces what was fed into it. In this case, I have no short cut advice. The mesh is not useable, the texture is not usable and the light needs to be done more carefully. Strong words, but it wouldn’t help to sugar coat it. Sorry—anyway, not fun to do for me either (… being the messenger of bad news).
The render resolution in the Render-setting seemed to be for the Camera projection, it would be too high for that texture.
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My advice, skip the bump part all together. The change of the surface that you would like to have needs to be modeled*. Especially with that tangential view of the camera. The polygons that I lifted here [image on the left] show clearly that they are not connected, and the structure doesn’t allow for a quick fix, this is manual work, perhaps first with a knife and optimize after.
I would set up the light with an area light and an area shadow. If reflections are needed, a simple plane does the trick.
*If the mesh is fine and subdivided, perhaps a Displacer might work, which would be a fast trick.
I hope I sounded not critical, not my intention, but I guess you had hopes that it would be less effort to get it done.
My best wishes.