Thanks JorisMX, Bubbaloo, KurtS, m-Que, koolhaas, big K, yanada, rusteberg and glebe digital!
X KurtS, i generally have problems with the "vintage" category itself

Thank you!
x m-Que, that's the seat for the distracted 3D "artists". thanks you a lot m-Que!
x koolhaas. The shot you send me as an example is difficult because the two walls occluding the depth of the space. Beside of that i would lower the left light sources to 1/3. May that gives the feeling that most of the light arrives from the exterior by giving a stronger shape to all volumes.
The spots used for the lighting are this ones:
which are modeled in this way

They produce only caustics.
this is how we modeled the cave lights:
this is the SSS material of the lamps:
this is the SSS material of the curtains (you have to look at the last updated image):
the second layer has an inverted weight map and the size of the weight map is about 0.3 mm
Thanks again Koolhaas
big K, as yanada says, a lot of hardware helps a lot.
x Yanada, may i expressed myself in the wrong way. Most of the light is scattered though sss because the curtains and the table lamps.
Thanks!
x rusteberg, yes, the night shot has a more complex lighting situation because there are only small light sources, the ar111 caustics and the SSS. In the first image the noise is hidden by the big amount of light entering the windows. Anyway the next night shot will be without noise

Thanks!
Thanks a lot Glebe digital!
this update has only some adjustments on the seats modeling and to the photometry of the AR111 spots which now are to strong
