Thank you for the links. The second one took quite some time to load but it worked for both.
Regarding Adaptive Sampling, I have to ask as I do not know: did you set random values or did you tweak them as per the scene requirements? In case the documentation is not enough, there is this video that could help:
https://youtu.be/dHTnaYjj3g4
It is a nice looking scenery.
• Is AI Light enabled?
• The PMC Kernel is a more efficient kernel for "complex light scenarios" and "volumetric scenery". I would recommend giving it a try. However, the PMC Kernel does not support all Octane's PT features - if your scene does not have an uncommon element, it should flawlessly render the scene as PT would.
• By scene scale, I meant if the scene's assets are scaled to their real-world values e.g. the character is roughly 175cm/ 1m75 (6 feet if you are in USA) and not 17.5cm or 175m. This is also valid for the camera. Anything wrongly scaled can results in various rendering issues.
• What are the light sources? Mesh lights/Octane lights? Texture based emission material?
Regarding GI Clamping, it usually do not make a drastic difference when the light sources are under-powered or naturally* dull (as mentioned on my web-page).
*low intensity light sources such as a single small wax candle.
Do note that I am not familiar with Octane for UE4. I can only assume that it is close to be the same as a 3D DCC plugin or Standalone, though.
As a DP and
if I may, I would partially suggest the following:
• A car's windshield subtle environment reflection emphasize,
• In terms of light ratio, it is unbalance with the environment street lights. A more powerful/intense light on the character. In fact, there is a subtle light shaping the face nicely, already. An emphasize on it might improve the shot.
• If the character is on the phone, the viewer would expect it as a light source lighting his/her face.
Good continuation with your scene.
Looking forward to receiving an update here, with the above render settings suggestions.