hello to everyone here...i just joined this forum...it seems incredibly helpful, and i resolve to continue helping others even after my problem is solved (hopefully!)
anyway, i have created this replica of a room in my house (it's about 85% done i think) and i have set up two different lighting systems...a daytime setup consisting of direct, natural light, and some omnis as fillers....and a night-time setup which would involve the room's lights (three bulbs on three walls) being turned on, and all other lights cut out....
the daytime setup works pretty well...here is a rough rendering to get the idea of how the room looks when lit
[Link to www.sendspace.com]
My problem is with the photometric lights used as night lighting... i have designed the room to scale (in cms) and 3ds Max System unit setup as 1 unit=1cm...the bulbs i chose are 100w bulbs (the same as used in the room in real-life)...but the room barely lights up...in real-life, the 3 bulbs are enough to light the entire room in an incandescent glow, but in 3dsmax, ...well...take a look
[Link to www.sendspace.com]
please help

i have tried setting system units to 1unit=1inch etc but no difference
Edit: P.S. this picture below is nonsense ignore it
Cogito, Ergo Sum
Moderator
Most important, welcome to the forum.
For your scene, you have lots of options.
Here are two that come to mind.
1. take the video game level rout: Place other lights in the room to simulate bouncing photons. I'm sure you thought of this and don't like this practical idea. That's ok. I don't either.
2. Use Mental Ray "Final Gather" options to make your light photons bounce. If you're using default scan line, enable "light tracer" under "Advanced Lighting." For both add to the number of bounces. You can also dial up some of the other numbers, on both renderers, to add more photons.