![octane render vs redshift octane render vs redshift](http://vsthomes.com/wp-content/uploads/2021/06/578446.jpg)
Stacking itself works fine but it tanks performance ~10x. You got a base material and then a material with an opacity map on top. So, typically you can stack materials in the object manager so that you can do things like decals and labels.
![octane render vs redshift octane render vs redshift](https://i.pinimg.com/originals/3e/20/74/3e207486ade724eb2cfc2a8af0809d10.jpg)
![octane render vs redshift octane render vs redshift](https://i.imgur.com/0IuyVLe.png)
Still, it's buggy and wonky yet is one of the most crucial things a renderer can do. Yep, I know we need to use Corona Bitmaps to increase the performance of materials with opacity maps. What is even funkier is that the project shader is currently bugged so besides using a Layer -> Transform to scale maps, there virtually isn't a way to do this properly with Corona which makes it really hard to use for. All of the sudden, you need to go in each and every map in all of your materials. Further complicating things, you perhaps change the mapping and. Imagine having a lot of maps and each was being driven by its own project shader - you scale one map you need and it works fine but scale multiple maps and you need to go in each one manually. All of the other renderers have resolved this ages ago because you can't rely on the projector shader alone - It works locally and so each map you'd want to change you'd need to change independently. We currently have super limited ways of doing UVW transforms and I totally think this is a Maxon oversight (resolved in R20 with the UVW node) but it is what it is. So to that end, I'll just throw a couple of things that I think Corona should do better and other renderers typically do better :) Heh, I really don't want to turn this thread into a "renderer vs renderer" thread but I would like to share my opinion as well.