Keyframe animation is supported for rendering parameters
When using Blender, rendering large scenes or characters with fur can be very slow. However, if the camera or character moves very quickly, the motion blur becomes very pronounced, making it unnecessary to use such high sampling rates since rendering quality issues won't be noticeable. The sampling can be increased only when motion blur is minimal. Therefore, if rendering parameters could support animation (i.e., allowing sampling size to be animated), users could manually control the variation in sampling throughout the rendering process, thereby improving rendering efficiency.
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This works for me in both Cycles and EEVEE. You can keyframe it by hovering over the parameter and pressing
I, or by right-clicking and pressing 'insert keyframe' Unrelatedly, From my experience it seems that motion blur takes more samples to render.This method inserts keyframes, but the sampling values used during animation rendering will always be the values from the first frame's rendering, which I have tested.
When motion is slow, due to insufficient sampling, obvious flickering can be seen after denoising because the small changes in the frame make the differences stand out. However, when motion blur is significant (indicating fast motion), although slight flickering may still exist, the large, disjointed motion makes it imperceptible. In such cases, denoising alone can yield usable results.
If it does you should report this as a bug. You can report it from inside blender by pressing help: report a bug, or by going here
thanks you