There is global ray depth limiter render setup>performance>performance settings>max ray depth By default it’s set to 25 and i don’t think that you hit that limit in that scene. You can test if it’s max ray depth limit that’s causing issues, by going to dev/debug settings and changing exit colour from black to some bright pink one.
I think with such a small Absorption distance, it’s just repeating the absorption calculations so much in a refracted ray (it ends up passing through so much of the material) that it turns black. Since a small bump likely won’t affect absorption color too much, simply doing a straight coloring of the Refraction would work better.
If you really really wanted some variation in absorption based on the bump (thought likely it really wouldn’t be visible in reality), you could set a larger absorb distance, tweak that with the refraction set to white until you got some color in the bump areas (rather than going black), and mostly clear otherwise, and then tint the Refraction.
BTW, it’s not specific to procedural bumps, bitmaps do the same; and displacement does too.
Yes, as you said, it looks like it’s due to small absorption distances.
On your scene, removing the refraction tint (setting it to pure refraction), and lowering the absorption amount till I get the color I want, gives the attached result.
Not that your suggestion is not good enough, but it seems to be a workaround to an actual problem. No?
I tested the scene on another render engine and this doesn’t happen, no matter the absorption distance.