Your AA at 1-6 is way too low.
Your LC subdivs should be at least 3000, with a retrace of at least 8.
Reset the settings to their default, select the bucket sampler, set min AA to 3 or more (so it’ll find the detail), select the LC preset named “Animation” (or follow the guidelines above), and render with motion blur to get the correct result.
V-Ray is doing it right, in this case.
The longer the blur length, the smoother the transitions of highlights across the discontinuous geometry will look.
If you render without motion blur, there is no correlation between frames (and your camera is trucking in, ensuring angles change at each frame, for all pixels.), and with a highly discontinuous surface like the bonnet and various glasses, this behaviour is wholly expected, and entirely correct.
If you prefer to kill the highlights, a-la Corona, feel free to turn on SPM and lower burn to some very low value.
It will not help here, however.
The reason has to do with shaders setup: make those glasses (Multi-sub, ID 5) something like 0.8 gloss: at this distance no difference will be perceivable anyway, but thew broader gloss tracing cone will smooth the transitions of the highlight.
Likewise, there is no need to set a reflection color to white.
The same applies to the headlights reflectors and glasses (those too catch a glint. again, it’s the correct thing to do for V-Ray.), ensure they aren’t total reflectors (no fresnel, no gloss in yours), or once the angle is right, they’ll shoot the sunlight back at you (think a hung mirror turning in the wind, far in the distance. That’s what’s happening here.)
Attached, four videos (not denoised):
a) a video of the sequence rendered like suggested above,with motion blur at defaults, but without any clamping of the highlights or changing shaders.
b) No motion blur, but with a Reinhard burn of 0.01 and SPM activated.
Both still exhibit discontinuities.
c) I lowered gloss marginally on the windows glasses, and on the headlights chrome reflectors and glasses for the blue car (I haven’t changed all the shaders accordingly, so something still glints. I’m sure you get the gist.).
You’ll notice that is the most coherent so far.
d) Lowered gloss for shaders and motion blur with a length of 1 frame. Glinting is reduced to nothing at all for the shaders i changed.
I didn’t compress highlights for the last two videos.
As a side note, i am *very* interested in studying the Corona version of this scene which managed frame-by-frame continuity by simply rolling the highlights intensity back.
I’d be grateful if you shared that one as well.