Hello, may I suggest that you buy "Digital Lighting and rendering? Every page is a revelation.
And it has a whole chapter dedicated to rendering rooms and such.
OK, basically and quick and dirty you should follow these guidelines (it may seem like cheating because it is, and it is the way to do, even at Pixar etc.):
NEVER use ambient light. It will give you flat shading and shrink you tone range.
Materials:
Keep the color of the RGB values between 0.2 and 0.8.
Don’t exagerate specular highlights. If I’m not mistaken even highly glossy plastic has a shinyness of about 40%. Reserve specular highlight for metals mostly.
If you notice banding on your surfaces, try giving them a very light noisy bump map.
Lighting:
You clearly stated that you don’t want outdoor light to illuminate you scene. There is a lot of room for artistic freedom here. Such scenes could be lit with spots only. They’re very flexible.
You could construct your light rig in these 4 steps.
First, give some thought to color balance. So use a slightly yellowish tint for your main lamp (if it is tungsten). Your main lamp could be a could be a standard that doesn’t cast shadows. Use linear decay, if after the test render it looks too bright, try quadratic decay. Test your render and see if this is the overall light intensity you are hoping for, but only a little darker, I’ll explain later.
Now it is time to simulate a little Ambient Occlusion (I know that you can let Blender do AO for you, but I’m all for flexibility and artistic freedom). What you should do is to
use negative spot lights to ‘suck’ the light out of the corners of the room and places where you expect to have little illumination. Don’t exaggerate, it is a subtle effect, but make it look like AO-ish.
Now it is time for bounce lights. This is fun, because if you do this just right, your scene will look like it is rendered with radiosity/ GI. Basically, just imagine your the light of your lamp hitting a surface and bouncing off a nearby object (wall, floor table etc). Where the light bounces, place a lamp (NO SPECULAR) with the color of the object it bounced of. Again, this is a very subtle effect, so make sure that it is a quadratic decay, no specular faint lamp. I would place about 6 bounce lights, maybe 8 tops.
Finaly: SHADOWS…
The reason I suggest to split the lights from the shadows is that you have more room to tweak those independently. For shadows you should use spot of course. Shadows may be sharp or soft. As a look around in my own house I see mostly soft shadows.
Now, is your room almost empty? Or does it looks like Andy’s room from Toy Story?
The reason I ask this is because if you just have a few objects in your room, you could place shadow casting only spots directly above those objects. But if you room is really full, duplivert a shadow casting only spot on half a icospehere and place it at the lamps location. Make the spots very wide. Make them soft or sharp … whatever floats your boat.
I’m assuming that you already know that you have to model the lightbulb itself and give it a emmit value.
I hope you are not intimidated by this, because this is a standard method. But it is fun
If you really want mind blowing stuff, render it with Yafray full GI and be prepared to wait a long time before the rendering is done.
Hope I was of any help