MacOS 10.12.4
Version: 4 hotfix 3 (core 4 (Hotfix 3))
Cinema version: R20.059 CINEMA 4D Studio (single-license)
OK so this has always been a problem with Corona whenever there are very reflective materials. The first time for me was a chrome material. After posting the scene, the devs said my settings for the chome were "crazy." So ever since, we've been using the formula the devs suggested. For reference, I uploaded this scene to the private uploader yesterday concerning crashing issues. Please see the file: Crash_SceneFiles.zip
Here's the test that's behind this almost black image. This is a single frame of an animation. Rendered twice on the same machine. I stacked them in Photoshop and told the upper layer to use the mode Difference. This will show only the pixels that are different from each frame. In a perfect world this would be solid black as they are the exact same scene, at the exact same time, rendered on the exact same PC. This example is using 30 passes full denoise. WHY are these two frames different? Do the rays being shot into my scene equate to a simulation, where each moment in time could be different each time I render?
I'm also attaching an animated GIF that I hope you can see the flickering well enough. There is a little dancing noise, but it's those bright pixels that appear and disappear randomly and the denoiser doesn't touch them. This animated example was rendered with 100 passes. This reduced some of the flicker, but still way too much for an animation. These cars will slowly rotate so it will be easy to see the flaws.
Also, this Vimeo link show my first render attempt. Maybe only 16 passes, you it really shows the flickering. (can never get Vimeo links to work on these forums for some reason)
vimeo-dot-com /362894380