The solution to the problem has drawbacks - I have to take the Temporal Sample Count down to at least 32. Anything over that will eventually freeze on a specific frame during rendering (the lower the number the more frames you get).
I don’t really know if it’s over running a buffer of some kind or something related.
All you have to do to repeat this issue is
- Render out an image sequence to a media texture on some object in the world
- Make sure you have AA to none in render queue and sup your Temporal Sample Count to >32
- Render out to an image sequence, though I bet if you output to any other format you will get the same issue, haven’t tested yet.
If anyone has a better solution that doesn’t kill on quality let us all know!