360 mirrored space, crashing renders and firefly grain
Posted: Mon Feb 23, 2026 12:59 am
Hi everyone,
I’m currently working on rendering a very complex space… I’ve been stuck on it for several weeks now.
It’s a windowless restaurant with segmented mirror cladding on all walls and a fully mirrored ceiling. Aside from the floor and the tablecloths, almost everything is reflective: chrome leather sofas, silver fabric curtains, a brushed stainless steel bar and baseboards, etc.
There are also many light sources: spotlights, chandeliers, lamps, and glass wall lights.
The issue is that I’m getting a lot of noise (or fireflies). The spotlights seem to make things significantly worse, but when I remove them, the lighting becomes very flat and honestly not very appealing.
After several weeks of testing (sampling settings, light intensities, material tweaks…), I still can’t seem to find a satisfying balance.
Does anyone have advice or experience with this kind of ultra-reflective space with so many light sources?
One more thing: the infinite mirror reflections are creating a sort of black horizon in my render. Is that something that would happen in real life, or is it just a rendering artifact that could get improved?
Thanks a lot in advance
Here is a render of the space without the furnitures, the render crashed at 9SL

I’m currently working on rendering a very complex space… I’ve been stuck on it for several weeks now.
It’s a windowless restaurant with segmented mirror cladding on all walls and a fully mirrored ceiling. Aside from the floor and the tablecloths, almost everything is reflective: chrome leather sofas, silver fabric curtains, a brushed stainless steel bar and baseboards, etc.
There are also many light sources: spotlights, chandeliers, lamps, and glass wall lights.
The issue is that I’m getting a lot of noise (or fireflies). The spotlights seem to make things significantly worse, but when I remove them, the lighting becomes very flat and honestly not very appealing.
After several weeks of testing (sampling settings, light intensities, material tweaks…), I still can’t seem to find a satisfying balance.
Does anyone have advice or experience with this kind of ultra-reflective space with so many light sources?
One more thing: the infinite mirror reflections are creating a sort of black horizon in my render. Is that something that would happen in real life, or is it just a rendering artifact that could get improved?
Thanks a lot in advance
Here is a render of the space without the furnitures, the render crashed at 9SL
