While tutorials are handy you can learn quite a bit with experimentation. That particular shader element appears to have been introduced in 8 or 8.5 (it isn’t included in the documentation I checked). It doesn’t have many settings:
Size: this is the resolution to use for the bump map. The smaller the size the finer grained the result.
Shuffle: this is almost certainly intended to change the seed for the generation of the bump map. In my testing it didn’t do anything, YMMV
Amplitude: change how deep or shallow the bump map is.
Follow Terrain: presumably adjusts the algorithm to conform with the terrain. If set to zero the bump map is even across the surface, high values lessen the intensity on more nearly horizontal surfaces (e.g., the sides of a hill have strong bump than the top).
Roughness: controls how rough vs smooth the bump map is.
Non-Uniform: this allows the use of a non-regular size. That is, the element making up the bump can be longer than it is wide. This is done by changing the frequency for each rotation axis. That is, lowering the default of 144 on X causes “stretching” around the X axis as there is a smaller number of elements to stretch around it.
Transform tab: this is the same as on other shader elements and allows warping (“transforming”) space for how the effect is applied.
[edited because of errors in original composition]