Pikadili89 wrote:I am using exit portals but still there are windshield doors, fully made of glass.
Here we have something

If somehow possible, simply disable the glass mesh and render it with "open holes"! If the glass is really needed, then you NEED to use ArchGlass for such constructs! Afaik its not supported by any exporter at the moment, but you can enable that feature for a specular material in the GUI with small checkbox!
Pikadili89 wrote:Removed lamp light and also made hidden light and env map in same layer (so now it have only one light layer). I also changed to bidirectional PTR and started render. It took 7 hours and this is the result. Still prity noisy, I simply don't know what to do

In my first post I explained that Indigo sets CPU time for Lights individually, dependent on their brightness. Its not LightLayer related, but Lightsorce related! By putting multiple lightsources into a Layer Indigo still does this prioritizing!
So divide both Lightsources back into two LightLayers. Give em a quick 1h render, and check what LightLayer does "create" the most noise! Then for example double the emitting power in Your sourcefile for the noisy Light, render, and reduce the LightLayer intensity down to 50%!
By that your LightSource gets double the CPU time then before (rendering faster) and still keeps the same brightness
Do you use the latest Indigo version? Indigo 3.8.3 had some really nice improvement for rendering phong materials, check out my small benchmark here:
http://www.indigorenderer.com/forum/vie ... 79#p127179
Another hint I can give ya, is to adjust your "hidden Light" slightly. for the best render performance try to keep your emitters as big as possible regarding mesh size, and having as few polygons as possible!
Maybe you can enlarge the emitter a little more...
Also set the emitter to be a perfect Black diffuse material (RGB 0), by this the mesh only emits light, and don't reflect any.