Hi,
Examine the images.
As you'll see diffuse does support bump, but since it's a omnidirectional material (eg it scatters light in all directions),
adding a bump mapping to it (eg offsetting the new ray direction) does'nt make much influence as it's an hemispherical material, eg it scatters in all directions.
diffuse with no bump:
diffuse with bump:
That's it, also realise that this cube is large, so that's 2 meters wide.
since there's approx 4 bricks per side that's one brick = half a meter.
I limit the bump depth, otherwise new users won't set the value to a very small one (eg one milimeter or less) and they will have a lot of artifacts and complain,
as bump mapping is not displacement mapping and can't be used to add a large amount of relief, only a tiny bit.
on a glossy material it's much better as this material is directional, eg it gives a glossy 'highlight',
which accentuates the bump maps used.
Glossy with no bump:
Glossy with bump:
So just take care to import correct scales (this will be very important for the future material db system anyways),
and use bump maps to create fine detail and bake displacement for large eg > ~5 milimeter displacements.
Also, the image you used has a low resolution, and it's in most areas clamped to black and white, eg there's no real different between (eg greys),
which causes the bump map calculation to not be able to compute the direction vector accurately.
I'm sure if you take a propper bricks image map from a pro texture CD and it's bump map you'll get a much better result.
Radiance
Radiance