In this picture, the top two items are duplicate '2D face' primitives with the same image texture (including bump map)applied. The duplicate on the right is tipped over to show an oblique angle. The bottom two items are duplicate G2H terrains with the same image texture applied (but no bump map). The duplicate on the right is tipped over to show an oblique angle. As can be seen, the bump map stands up well when seen approximately face on, nearly matching the 'real' raised detail in the terrain for realism. But when the flat primitive is tipped over, the bump map pretty much fails. The raised detail in the tipped over terrain is obviously 'real', and is throwing shadows and giving off specular highlights. Note also how the edges of the terrain match the ups and downs of the surface, even when seen nearly face on. This isn't the case on the 2D face, and that's another tell tale of bump maps. Hope this rambling explains my point. :-)