I see you have modeled the tabletop in two parts (I assume wood with a glass top), with two of the planes overlapping. Such scenes can't be rendered correctly because at those planes it is impossible to decide which of those two planes will be intersected first. You need to either leave a small gap between the glass and the wood, or leave out the bottom plane of the glass.
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Roeland
Triangles showing up on surface between two faces
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Thanks Roeland.
Yes that is correct, I`ll keep it in mind then. It mostly shows up with specular materials; the triangles can be seen through the material. Sometimes it can be removed in postp, but usually I end up editing a part and adding offsets/spacings.

Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
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x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
It took me the longest time to break the bad habit of doing that. When I would model an assembly of parts, I would friction (interference) fit everything because it was so quick and easy to do...No extra work worrying about tiny clearances that would never show up...Until I would decide to make some of those objects transparent. Now I make sure NOTHING has coincident surfaces. I hate going back and trying to fix things, ESPECIALLY if I have created UV maps and hand-painted textures. Simply making a tiny scale adjustment on one of the parts does not always work, like when you have a ring sandwiched between two other rings.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.