Did I say the same? Well, it's not quite the same as you can see. What did happen? I left all settings at default - that was a failure. It's the 'step' vector we need to adjust, just to give you a hint. But why, and more important: how? Here's an explanation, thanks Gonzalo Garramuño:
http://www.cgtalk.com/showpost.php?p=1856465&postcount=18
If you read through the above link, you know we have to set our step value (the texture is tiled 1-1) to 1/2560, because it has a resolution of 2560*2560 pixels. If we had 2-2 tiles we would have to set it to 1/(2560*2), the formula is
step = 1/(textureResolution*tiles)
Let's see:
Looks better, doesnt it? Because 1/2560 is quite a small number (0.000390625) I decided to write an expression to not lose any precision:
You probably ask yourself, how differently than a bump2d this shaders actually work. Let's compare, here's a bump2d with default settings, I only set the Bump Depth to -0.010 because mr custom bump shaders bump in negative direction, and their factor acts different. Factor 1 is Bump Depth -0.010 in this example:
Bump Filter is 1, texture filter is Quadratic with Filter 1 - all default. Quite dull compared to a standard bump you might think. Let's remove all the filters; but [i]dont[/i] set the Texture Filter to off, leave it at Mipmap - I only set the Filter under Effects to 0, as well as the Bump Filter of the bump2d node: