Dubir, in your scene file you're still using glass for exactly those panes. Didn't you see that if you open your scene in Studio for example? If you have a glass material in your scene, right click it and choose "Select Assigned objects". It will select all objects that have that material applied and you can easily check this way.
Right click in the viewport and choose Isolate selection, and you can also see clearer where those objects are in the scene.
This material doesn't need two layers, it's enough just the top "basic 1 layer". The same goes for all the other ones that use the same setup. More info about layering materials here:
http://support.nextlimit.com/display/ma ... ing+Layers
The round big floor actually has two geometries in the same place. One with a black material, the other an emitter. Any reason for this? Just makes the render more inefficient without adding anything to it. Delete or hide the part that has the emitter applied.
I suggest not having such high emitter values on some of your emitters, especially the logo emitter. It's at 700 000 lumens currently which is the same output as 1 000 regular 40W emitters. Use values instead that would make sense in the real world and use the camera settings instead to get a right exposure. Otherwise you risk getting difficult to control renders and in some cases longer render times.
The "Style 181" material which you are using for the chair legs is very inefficient. Just use the Wizard>Metals to create a chrome instead.
"Style 19" used for the chair plastic is too bright at 240, 225 max is considered a very white material already.
"Style 28" is set at 255, a big no-no.
http://support.nextlimit.com/display/ma ... eflectance
'white wood floor' material is also too bright. The texture also matters to avoid too bright materials and it's about RGB 240.
What do you use for modeling/setting up the scene? Do you use Studio at all?
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