**System Information**
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07
**Blender Version**
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash: `rBf1cca3055776`
Worked: (newest version of Blender that worked as expected)
**Short description of error**
Using the same height map in combination with the bump node gives a different result than using the displacement node with bump only.
{F13082629}
When switching between the bump and displacement node one can notice a visible brightness difference in parts of the shape.
What is perplexing however is that upon inspecting the normals used in rendering (switch render pass to normals), they are identical.
So the problem probably doesn't lie in how the shading normals are calculated but rather how cycles uses these.
**Exact steps for others to reproduce the error**
- Open attached file
- Disconnect the displacement Map and connect the Bump Node to the `Principled BSFD` Node
Notice the difference, (one receives less light)
{F13074409}
Thank you and have a great day!