looks like you are using an AO in the shader…?
we need more info about lights and shader settings in the scene…
Arnold darken areas too black
i assume the direction light is coming from a to low angle…
and the sky isnt strong enough to brighten up the shadows…
how does the image look like if you move the sun up…
Here you can download the scene
https://magicode.me/send-file/file/b83f400bdbd41ac3ca2e78d8e4833fa4fefc4c15/view
I didn’t know how to attach it.
I think I found thesource of the problem - the normals are pointing only outside, there

fore the inside is darken. So now I don’t know how to make a surface to be two sided normals.
You could try increasing the number of diffuse bounces to 10-20. That should let some more light into the narrow crevices.
With 10 diffuse it helps only little, as you can see. With 20 diffuse the render for one frame last 50 minutes, so that’s out of the question.

If you meant to solve the problem of the inverse Normals, then I fixed it by Extrod. It is true that the problem can be circumvented by closing the mesh above, but I hoped that Arnold would be more friendly and corrected.
i dont think an other renderer would do better in this case…
grab the free renderman version or the redshift demo and give it a try…
I supposed that you’re not modeling in real scale and maybe what is the AO distance is far and occluded the most of the surface. You can try to increase the scale of your object.
There’s not enough light getting in there, I assume you would have the same issue in a real scene.
I would leave bounces at 10, maybe play with the material roughness, and an additional infinite light shining straight down might help too. Also try lowering the height of the ornaments.
I’ve already rendered with 10 diffuse, but it didn’t help.
I tried with directional light stright down, and this also didn’t help, as you can see.







