Normal mapping works by replacing the interpolated surface normal by the one evaluated from an RGB texture, where each channel (Red, Green, Blue) represents an axis and strength for the bump. It can be faster than bump mapping since bump mapping requires evaluating the shader underneath three or more times. In the example below a normal map is connected to a Maya bump2d node which is connected to the bump mapping attribute of an a Standard shader. Note that adjusting the Bump Depth attribute will have no effect. Normal map connected to a Maya ‘bump 2d’ node. 2d Bump set to ‘Tangent Space Normals (rollover image) MtoA supports normal maps through the native Maya bump2d node. However, there are some extra attributes added to Flip the different channels: Enables the use of derivative normal maps. If you disable ‘Use Derivatives’ when using tangent-space normal mapping, the bump shader uses the tangent and bitangent data stored on the mesh. Otherwise (by default), the bump shader will use the UV surface derivatives from the Arnold shading globals. Applies a Gamma correction to the normal map. This will ‘undo’ any automatic gamma correction applied due to the texture gamma settings. Source.