You can use the mental ray renderer to generate indirect lighting, using bounced daylight to improve the illumination of th scene.
Set up the scene:
Preview the room:
3ds Max renders the scene, but it is too dim, and the “photons” illuminating surfaces apppear as large blobs. Sunlight enters through the window, but it doesn't spread through the room the way real-life sunlight does.
As with the preview, the mental ray renderer might display some warning messages: You can disregard these. Move the messages window so you can see the rendering, and close it later.
Turn on final gathering:
Final Gather causes light to bounce off surfaces as it does in real life.
Now the room is clearly lit by daylight. It is actually a little too well lit. Also, there are some patchy areas on the ceiling and behind the couch that are caused by inaccuracies at the Low level of Final Gather. These are easy to fix.
Adjust the exposure and final gather settings:
Now the room is well and realistically lit.
(You might notice that on the Rendered Frame Window dialog, the status of Final Gather changes from “Draft” to “Custom,” because of your Render Setup change.)
Save your work: