After using the direct lighting strategy with the moonlight scene, I wanted to use a different strategy in order to create a very diffuse type of lighting. I knew that photon mapping in Mental Ray would probably be my best option, but I wanted to test the waters using a tactic in RfM in which I would actually light with a shader instead of an area light.
In my workflow, I tend to run tests on scenes that have very limited and very simple geometry. I do this to save time and in turn leave plenty of room for messing around with parameters to see if an idea is even worth trying on more crowded scenes with more complex geometry. I can also render at a higher test resolution (800x450 instead of 200x112) so that I can get a better estimation of the quality of antialiasing as well as splotches that sometimes show up when lighting.
My setup was what you see here: just a sphere, cone, torus, plane and a surrounding cube. Everything except for the plane was subdivided and had the default Lambert shader.

The plane had a Blinn with all of its defaults, except for its Color had been turned completely black and its Incandescence had been turned red...

...and given a Value of 1.000:

I then tried rendering out a scene with raytracing turned on, but the only thing that came out visible was the red plane, and nothing else was illuminated. I then figured that I should try using some kind of Global Illumination, as with HDRIs, in order to get the plane to light the other objects. The only GI in RmF with which I was familiar was the Environment Light, so I created one...

and set its Shadowing to Colorbleeding:

Turning on Colorbleeding in RmF is one way of turning on radiosity, or color play between objects. In my Render Globals, I originally started with a Shading Rate of 5.0 as a test, but I was getting chunky results despite having any bitmaps attached to any of my shaders. I was also only rendering test images at 400x225, so I had a feeling that my test was failing pretty quickly. Still, I then turned my shading rate down to 1.0, and gave it another go. I was only somewhat impressed by the results - and mostly because the antialiasing improved slightly - but I was still looking at a render time of about 2 1/2 minutes for an image that was tiny in comparison to the 1080p I would ultimately be outputting. There was certainly some radiosity going on, but not bright enough to illuminate the scene efficiently or to satisfaction.
Out of stubbornness and nothing better to do, I rendered out a full 1920x1080 image with the incandescence's Value still at 1.0:

The lighting was poor, there was lower-than-expected contrast because dark spots weren't completely black (they looked as if their gamma had been adjusted to a distracting gray), and I was getting a rendering artifact behind the plane (see the white spots.) Also, this render took about 10 minutes for my computer to calculate, and there was really nothing intricate about the scene.
A closer crop shows some splotchiness on the floor, and also gives a better sense of the antialising of each of the three objects in the foreground:

I decided to kick out another render, but this time adjusting the Value of the incandescence to 10.000:

The result was equally an improvement as it was a disappointment:

The illumination drastically shot up and reached farther than before, but I was getting awful rendering artifacts (gummy spots were showing up all over the walls and floor), and it looked like chunks of dirt had been caked on every surface.
Needless to say, the antialiasing was horrible:

Probably the worst thing about the render was that it took a solid 40 minutes to come out. I didn't even want to know how long this simple lighting setup would take in my bathroom scene. The results were terrible, and things were taking forever. I knew at this point I had to try something else.