Feel free to experiment and play with the "mia_exposure_node" parameters until you get the desired result. Keep in mind that for this kind of illumination the picture should be quite contrasted and saturated, since the only light source is the TV screen and there is no other light coming from outside.
Now we're ready to render the final color pass. Set the desired resolution for the rendering, increase the AA settings in the Quality tab (Render Settings) and if you still have splotches and spots caused by the photons, try to increase both the GI and FG Accuracy values. In Fig.13 you can see the final color pass rendering.
Just like for the other tutorial parts, we also need an Ambient Occlusion pass. Select all the geometry objects in the scene and assign them to a new Render Layer called AO (Fig.14).
Create a new Surface Shader in the Hypershade and connect a "mib_amb_occlusion" node to it. You can see its parameters in Fig.15.
And here's the AO pass rendering (Fig.16).
Open both the color and AO passes in Photoshop. Copy the AO pass over the color one and set its Opacity value to about 63. Also, set its blending mode to Overlay (Fig.17).
This way we'll have a nice, contrasted image, maintaining the saturation. Use the Image > Adjust > Variations tool to adjust the overall color and shading. In this case, some more Cyan/Blue was added (Fig.18).
Select the TV screen (or you can just render it separately in Maya and save it) and duplicate it over a new layer (Ctrl + J shortcut key) (Fig.19).
Apply a fair amount of Gaussian Blur to it and use the Hue/Saturation tool to create a nice and colored glow effect for the TV screen (Fig.20).
In Fig.21 you can see the final picture.
So this is it. The interior lighting tutorial series ends here. I hope it has been useful and inspiring for anyone following. Happy rendering and see you soon!