I used just one single light in the entire scene. I created an Area Light with an Intensity of 0.000 and under the Mental Ray tab, checked on Emit Photons:

I gave the Photon Color a light, desaturated blue hue to match the color of a cloudy afternoon. Leaving everything else at default values, and using the render preset Preview: Global Illumination in my Mental Ray render globals, I ran a test render at 400x225:



I felt that the foreground had been brightened nicely but not enough, and that the area surrounding the window was starting to get a bit blown out. I figured that between values of 2.0 and 1.5, there would definitely not be a happy medium to give me a brighter foreground and a background that was not too hot. I knew that I would ultimately be rendering out an EXR, and in turn I would be able to color correct and brighten things easily without degrading the image quality, so
The splotchiness on the walls and ceiling was partly due to the shader (which had a fractal mapped to its spec color), but I also knew that some of it was due to the photon mapping. In the render globals, Caustics and Global Illumination > Global Illumination Options, I increased the Radius from its default 0.000 to 2.000:

Increasing the radius serves to help smooth out the splotchiness and other rendering artifacts. The result was very similar to the one before it (the second render in this post):

The important thing to know about adjusting the Radius is that it can smooth things out at the expense of accuracy. Increasing the Accuracy can help fix light leaking (i.e. where lights seems to be passing through objects) and also help get rid of splotchiness. However, I chose to leave it at 500 because I was fairly satisfied with the results (the only leak I noticed was where the shower wall facing us joins the ceiling ), and I knew I was going to be rendering an ambient occlusion pass to help darken crevices and hide any leaks.
The most recent render image in this post ended up satisfying what I had been looking for in a beauty pass, so I rendered out an EXR at 1920x1080.
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