Material Editor > Viewport Shader rollout > Choose LightMap from the drop-down list. > Metal Bump Shader rollout appears.
When you have chosen Metal Bump as the DirectX viewport shader, this rollout appears. The Metal Bump shader can display a variety of texture-baked maps, including normal maps for an embossed effect. It is good for displaying shiny surfaces.
Warning: The Metal Bump shader lets you adjust settings to get various effects in shaded viewports. These settings will not necessarily apply when you display the texture-baked object on other Direct3D devices.

Ambient Color—When not black, tints the object's ambient color. Click the color swatch to display a Color Selector and choose the ambient color. Default=black.
Diffuse Color—When not white, tintes the diffuse color. Click the color swatch to display a Color Selector and choose the diffuse color. Default=white.
Texture 1—Displays a texture map for the diffuse color. Typically this would be a texture-baked diffuse map, completed map, or blend map.
See the section “Map Controls,” below, for a description of the individual controls.
Texture 2—Displays a second texture map for the diffuse color. Typically this would be a texture-baked lighting map or shadows map.
See the section “Map Controls,” below, for a description of the individual controls.
Use Alpha—When on, displays the alpha channel. When off, does not. Default=off.
Mix Amount—Adjusts the mixing of the two texture maps in shaded viewports.
Enable—When on, enables specular highlights for the object. Default=off.
Specular Color—Specifies a specular color for the object. Click the color swatch to display a Color Selector and choose a color. Default=white.
Texture—Displays a specular map for the object. Typically this would be a texture-baked specular map.
See the section “Map Controls,” below, for a description of the individual controls.
Normal—Displays a normal map for the object. Typically this would be a texture-baked normals map.
See the section “Map Controls,” below, for a description of the individual controls.
Bump—Displays a bump map for the object. Typically this would be a bump map used for the original material.
See the section “Map Controls,” below, for a description of the individual controls.
Bump Intensity—Adjusts the intensity of the bumps in shaded viewports.
Cubemap—Displays a reflection map projected cubically (around the scene). Typically this would be an environment map.
Reflection Intensity—Adjusts the intensity of reflections in shaded viewports.
Pick object and create—Click to choose an object and have the program generate the reflections used in the viewport.
When on, adjustments you make to the Metal Bump shader update settings in the active standard material, letting you save the changes you made. When off, the standard material is unchanged. Default=off.
In this rollout, all texture maps have the same general controls. The rollout appears only when you are using the DirectX viewport shader.
Toggle—When on, the map is used in viewports. When off, it is not used. Default=on if a map is assigned, off otherwise.
Map button—Click to choose the texture map to use for this component of the object.
Map Channel—Specifies the map channel used by this map.
This control is not present for the cubic reflection map.
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