Low CPU usage due to map

Hi all - There’s some map or material in my scene causing low CPU usage during IR (like 50%) in the last official stable build. It’s also crashing the latest daily.

I’m on a deadline today, any ideas for what map to look for? Some weird falloff map? Or maybe a light material? I don’t have any 3ds Max Photometric lights in my scene, although I do have some converted Evermotion VRay stuff.

Thanks for any tips, otherwise I’m gonna go material by material…and the scene is huge :confused:

Daniel

EDIT: Some other notes. I’m not using the new light solver. It also happens with\without path tracing forced on in IR. Displacement doesn’t affect it. Material override solves it.

EDIT 2: I might have figured it out…

EDIT 3: GOT IT!!! I don’t know what was crashing the scene in the latest daily build, but when I rolled back to the latest official build the problem was caused by the presence of the new UVW Randomiz by Mesh feature, I think. It was only used on one wooden element and when I swapped that material CPU usage shot to 100%. W00t!

Could you make bug report about that? If it’s really UVW randomizer’s fault, then Corona team should know that.

Yes I plan to. I’m quite certain it’s that. Super simple wood material on a planter with uvwrandomizer to vary grain per board. That said, I’m not certain it’s what caused my crashes in the dailies but I am certain downgrading with that map in use causes odd cpu usage and basically halts the render. Probably because it’s a new/tweaked feature that didn’t exist before.