(Daily Build 2020-02-27 & v5) - Up to 50% Ray Reduction when using bump maps

Hello yet again! :smiley:

So another really big issue with the bump maps that kind of make Corona not production ready at all :\

Turns out that if you are using bump maps without nesting them in the Corona Bitmap first you get about a 50% speed penalty. As soon as you nest it in a CBitmap then the rays jump back up again.

I’m attaching a quick video illustrating an issue. Do note that the scene is really simple - Imagine getting a speed penalty like this on a scene that needs 4 hours to render :\

Anyway, using the CBitmap by itself isn’t a problem but CBitmap doesn’t work with the Layer shader and because the Projector shader is broken too (see my other bug reports) you basically can’t scale bump maps in Corona for Cinema 4D. I hate to be negative here but thats like… A super basic thing to do.

Tough stuff :frowning:

OS: Windows 10

Efficiency sake, kindly post just a simple exemplary test file w/ steps to reproduce…

Open a scene → create a sphere → create a material → put a bump in the material → issue reproduced.

Not sure we need a scene for this one :smiley:

Hi, corona render for c4d have this problems with dual cpu (2cpu on motherboard, not 2 core).
Exactly a year ago, I wrote about this problem here https://forum.corona-renderer.com/ Speed problems and corona bitmap problems #msg154510
And month ago there https://forum.corona-renderer.com/ Cinema Bitmap shader strange behavior #msg164203

Oh right, totally forgot about your thread! Yes Sir, I have a dual socket 2696v3 system and after going through your thread again I feel like we have the exact same issue.

And while the CBitmap solves the halving of the rays you do lose the ability to scale / transform bump maps with it which in my opinion renders it useless for this purpose.

Thanks for chiming in!

Yes(( I’ve been waiting for developers to fix this for more than a year.

(Internal ID=487244916)

AMD TR seems unaffected.