Lighting a room, using the sun (multiple issues)?

Issue 1: It’s much too dark, the light doesn’t spread at all when inside the room.
Issue 2: The lens flare is visible through the wall, only not through other objects
Issue 3: The lightmapping on the wall has a really weird bug, although the UV mapping is correct
http://twitpic.com/71v75i/full

You configured the beast wrongly because if it took 30min to bake a ultra simple scene it must be something wrong.

Issue 1: sunlight is not going to spread throughout the room unless you are using GI. If you are using Unity free, you have no GI available to you- Beast calculates GI only in the Pro license version.

Issue 2: lens flare should be blocked by the geometry, do you have faces on the other side of the wall? Move the viewport view outside and look into the room from the same direction of the sun- if you can see into the room through the wall then your setup is wrong.

Issue 3: Don’t see any lightmapping on the wall, only see ambient light and depth fog. Turn on GI, if you have Unity Pro.

Notes:
There is warning message about an object called Plane which doesn’t have correct UV’s, they are outside 0-1 UV space; fix this.

Why are you making 8 dual lightmaps for such a trivial scene? 1 lightmap should be more than enough for this scene.

Why have you set the Wall lightmap scale to 0.1? This is one reason you are having problems seeing any lightmapping on the Wall object, or any other object with such a small scale.

Also, if you select an individual object and lightmap, the system will lightmap only that object and remove lightmapping for everything else; this is what’s also throwing you off. Deselect everything then lightmap.

I fixed the second issue by removing the lens flare altogether, I decided a ‘god ray’ was probably better.
How do I turn on global illumination and how do I use it (I have the student version of Unity Pro)?
The scale of .1 is actually still pretty large when I use “show resolution”.

I turned the amount of lightmaps down to 1, but this seems to negatively impact my baking time.

Look at your Beast settings, see the setting that says “Bounces”? This is on at 1 by default, and controls the amount of indirect illumination; i.e. Global Illumination (GI). If it’s at 0 you won’t have GI, anything greater than 0 will give GI at the expense of render time. You can use the settings “Bounce Boost” and “Bounce Intensity” to further control and alter the GI effect and you can use individual settings on lights themselves to further control GI lighting per light. You can also use self illumination shaders to emit GI lighting in your scene, good for doing things like neon lights on a sign or something.

Remember it’s a Pro feature, so if the settings I describe above are not there, then you are probably not licensed to use it. If you have licensing questions, go ahead and contact Unity licensing support.

Yeah, I have the settings. Currently rendering with 4 bounces, which takes a loooong time!

Honestly thats overkill; use 1 bounce, thats enough. 2 is already pushing it and you can try it if you like the results and are ok with the render times, but in reality 1 bounce is more than enough. 4 is just wasting render time, because you can barely (if at all) see the difference between 1-2 bounces, let alone 4.

Yeah, 1 bounce was what I used to render the first image. 4 bounces just rendered everything without light at all.