To give more details to surfaces without paying the cost of detailed modeling, users can setup their materials to use bump mapping.
The supplied texture map is automatically converted to a normal map and therefore must be given in a classical RGB format to encode the elevation. The amount of bump can be tuned through the scale factor. White (RGB 0, 0, 0) equals the highest points in the map, and while Black (RGB 256, 256, 256) equals lowest points in the map.
Note: The scale factor is applied to the bump texture data itself while converting to a normal map. The scale information is then discarded from the material properties. However, in order to keep track of the applied scaling factor, it is stored.