The Final gathering relies on a difference around the finalgather point to measure the light intensity of the incident indirect illumination. If there are not enough nearby points, mental ray will automatically add some more. If the camera moves, these proximity points will load a different location. If part of the scene is dark, or the illumination contrast is large, then the finalgather Point light change rate is very high, which may cause the picture flicker.
Increasing the number or radius of light in a accuracy can usually solve this problem, because the amount of light increases and sacrifices some performance at the cost. You can also run an animation in Finalgather only mode to record all finalgather points in one or more finalgather files. Depending on the scene and the speed at which the camera moves, it may be sufficient to render one frame per second or every one-tenth seconds. Then, running the same animation again to calculate a render step, you must make a finalgather in the render step, and you must develop a Finalgather rebuild freeze statement to ensure that all frames use exactly the same finalgather point as the previous record. This process can be more time consuming, but it is a safer way to reduce flicker.
Finalgather files can become very large, because they accumulate samples of wisdom never know discard some, especially when the resolution of the image is very high, the accuracy radius is very small, the number of animation frames, the camera motion speed, so that the majority of the scene into the view of the case, The situation of the file is more serious. Multiple overlapping finalgather files for each part of the animation can be used here.
Mental Ray Rendering-How do I avoid finalgather flicker in camera animations?