I am seeking assistance on how to remove this light jitter with our Keyshot animations.
The person hire here for our 3D work tells me that we simply need more time to render per frame - however this was a 20 hour render (which seems like it should be enough).
This issue is pretty common and I hope it gets addressed/resolved since it makes animation a lot harder to get right.
Basically it’s caused by the denoiser of KeyShot which denoises every frame of the animation. But the denoiser does it (I think) frame by frame without considering previous and next frames. What happens is that noise can be worse in one frame and there is no ‘average’ so especially at larger surfaces it you get a flickering while in more details that difference isn’t really noticeable.
A solution could be not to use the denoiser at all but denoise the animation in POST with software that considers other frames of the animation. Must say I’ve mixed results with that approach.
I also wonder if it’s gone if you would let it render for 40 hours. While the noise gets less the denoiser will still work in the same way so while it might be less obvious I think there will still be flickering around to be honest.
20 hours seems like a lot though, reckon it’s rendered using CPU. If you want I could try to render it with my GPU and just test some quick things I tried before with such scenes. If it actually will take 20 hours I won’t finish it but other than that my GPU has a quiet day so feel free to send me a PM with the KSP file to give it a shot (share via wetransfer.com for example).