Decals in 3dsMax

Hey,
I have a ton of Posters/Cracks/Dirt applied as “decals”, meaning a texture on a plane with an alpha channel, alligned to a surface, mostly walls.
I allign those to the wall an push it a min distance from the wall, so there is no Z-fighting and deactivate shadows to remove flickering shadows/artifacts.
Problem being, that it makes the UHD cache flicker at times, as it picks up these microscopic distances.
(I cant push it further, as it creates parallax, I cant disable for those, as these are big with heavy color bleed needed from those)

Is there a correct way to do decals with corona?
I can’t remap everything to composite maps, as this is imported geometry with thousounds of planes containing textures of such type.
Anyone any insights?

Do you need UHD Cache here? Is it an interior so PT+PT is not an option?

Are you using the “animation flicker free” preset of UHD Cache?

PT+PT is awefully slow for a 1000+ frame animation.
Yes, flicker free is used.

This is a “bug” I reported ages ago. It didnt hit me, until ondra took a look at the scene. (GI baking, UHDC restrictions and Animation - Corona for 3ds Max :: Requests - Chaos Forum)
It’s a problem with distances, that are sometimes below and sometimes above sampling thresholds. So its a scene setup problem.

The question is, wether it is possible to apply a texture to a wall without geometry with depth I suppose, without resorting to remapping/baking composite maps.

Could you submit a ticket about it and include a sample scene? (it can be small, just with the problem visible)
https://coronarenderer.freshdesk.com/support/tickets/new

Saving and re-using UHD Cache for all frames is also not an option?