Below are a few of the tests I managed with a couple of textured objects as examples both in their own scene as well as my environment. I've used a mixture of directional lights, area lights and ambient lights, point lights over the course of these experiments. (Although usually only a maximum of 2-3 lights at any one time)
From this point I started to play about with how I could make the bulb emit light and create the sense that the lights are on and someone is home.
The image below was created by making a volume light, extending its range to skirt the room with an tntensity of 10 and ray trace shadows on. But then (unlike the previous image) I situated the source of light directly below the light bulb- (hence the blown out white spot on the underside of the bulb.)
So moving on from this I thought let see what I can do about the bulb, utilizing a white shader initially, making the bulb semi transparent and reflective (like a real bulb.) The effect was pretty cool. Having made the shader slightly transparent I wondered if lodging the volume light in the centre of the bulb might work again.
I discovered the answer was no. The bulb may be bright, but the room lost its light. From here I decided to give the shader a slight glow element to it to try and indicate the light was on. And shifted the Volume light to be just outside of the lower part of the bulb once again. I still need to find a way to fix the shadow cast by the light fitting because its just a tad too big.
Although the reflectivity is gone, I like the glow on this now. The intensity was knocked all the way back to 0.05 to create this glow.