thank you for the answer.
you’re right. More or less I’ll increase my bug. But it increases the time rendering. This is not ideal for a long animation. Arfff, I really thought that this solution solved the problems with objects that move. A problem creates another.
Thank you very much.
a + +
re,
I did another experiment with the same technique. The result is the same. It poses problems. two animations have the same Light cache.
First: IR = multiframe splashed but fixed
Second: IR Animation = better but fliked. and the time of calculation is twofold.
For info: time rendering interpolation frames with a 10 = 36 min
mlaopixel, the problem with your scene is that you have many separate small objects in the scene. In the Animation modes, the samples in the irradiance map are separated by objects, so that samples from different objects are not mixed together (in case the two objects are animated). Some of the smaller objects in your scene are small enough so that no sample is calculated for them in the irradiance map, and they can’t use samples from nearby objects either - in which case they render black.
To resolve the issue, you can try to merge the objects into larger meshes. I could probably also rework this so that irradiance map samples can be shared among objects if they are grouped together.
Also, 20 interpolation frames are way too much; usually 2 to 5 should be fine.