Hello,
Thank you for sending your model over.
Having experimented with a few things, here are some suggestions for things that should help with the noise:
1) The main source of noise is the large area light in the ceiling. Due to the way area lights are sampled, surfaces near the plane of the light (i.e. the tops of the walls near the ceiling, in this case) can receive quite a lot of noise. This area light is not contributing a huge amount of light to the image and doesn’t correspond to a real-world light source, so it would probably be best just to delete it and rely on the other light sources.
2) The walls behind and to the left of camera are missing, which means that a fair amount of reflected light is escaping from the model and not contributing to the render. Fully enclosing the room should smooth out the illumination a bit, which might be particularly desirable if you remove the large ceiling area light (whose main contribution was to evening out the light, rather than overall brightness, per se). The missing wall ‘behind’ the camera is actually slightly in front of it, so you’ll need to either move the camera forward and increase its field of view (which will alter the perspective distortion), or use a section plane so that the camera can see through it.
3) As Andrew alludes to, continuing the recessed down-lights all the way around the room will add more indirect illumination, helping to replace the light lost by deleting the area light.
4) The reason the lights along the window wall look different to the ones along the right-hand wall (as pointed out by Andrew) is that the ones on the right-hand side are actually much closer to the wall – the perspective of the viewpoint hides just how much. The single light along the right-hand wall that looks different is due to it being slightly higher up in its recess than the others, meaning that the edge of the recess casts more of a shadow.
5) The model as we received it is set up with a ‘custom’ lighting environment type, but with no image specified. This will result in a black lighting environment, which is effectively the same as ‘artificial lights only’. This would be consistent with your lighting setup, which uses area lights over the windows, simulating skylight, but I thought I would just check that the model is the same for us as it is for you. Switching the lighting environment to ‘artificial lights only’ to ensure Shaderlight won’t waste time processing a completely black skylight might make the renders a bit faster.
6) Because the light source is an area light and not a portal light, I don’t think it would be worth adding a second area light in the lower opening of the skylight. Portal lights have special behaviour to avoid double-counting light if it passes through two portals, but area lights don’t have that, so balancing the light inside the skylight shaft and the light being emitted into the room from it would be tricky (technically, it would be impossible to get physically correct). Luckily, the global illumination seems to be handling this opening reasonably well and I don’t think it’s a significant source of noise.
7) A little thing that would remove some localised noise is turning the TV screen into a normal face (by ‘exploding’ the image entity in SketchUp) and then assigning a self-illuminating Shaderlight material type to it. This would remove the need for the area light pointing at the screen, which is producing a subtle but incorrect and noisy extra shadow of the TV on the wall.
8) Finally, there is another area light on the ground outside the room, pointing up. This contributes a little light to the render (through the missing wall to the left of camera), but it isn’t very much and again doesn’t correspond to a real-world light source, so I would recommend removing it – especially if you add the missing walls.
I hope that is of some help,
Shaderlight support